











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Higher |
| Class | Doombringer |
| Level / Exp | 24 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by DR-DOOM at level 6 on the 75th Pyre 122nd year of Ascendancy at 10:03 1 / 5Killed by Silida the black crystal at level 14 on the 1st Flare 122nd year of Ascendancy at 11:58 Killed by Cyrylelle the deformed grizzly bear at level 17 on the 5th Dusk 122nd year of Ascendancy at 02:52 Killed by Mershu the quasit squad leader at level 22 on the 60th Dusk 122nd year of Ascendancy at 23:55 Killed by Lisekira the cutpurse at level 24 on the 5th Haze 122nd year of Ascendancy at 18:27 |
Primary Stats
| Strength | 55 (base 35) |
| Dexterity | 25 (base 14) |
| Constitution | 36 (base 22) |
| Magic | 65 (base 47) |
| Willpower | 22 (base 10) |
| Cunning | 32 (base 16) |
Resources
| Life | 495/632 |
| Stamina | 182/237 |
| Vim | 179/182 |
| Healing Factor | 1.2979202340232 |
| Regeneration | 2.9203205265523 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +85.4% |
| Spell | 0% |
| Global | +105.6% |
Vision
| Sight | 11 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 8 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 47 |
| Crit Chance | 28% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +8% |
| Light | +2% |
| Mind | +5% |
| Arcane | +11% |
| Cold | +8% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +26% |
| Light | +5% |
| Darkness | +5% |
| Cold | +36% |
| Mind | +10% |
| Fire | +26% |
Defense: Base
| Armour (hardiness) | 73.812421605777 (81.151787968034%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 25 |
| Physical Save | 29 |
| Spell Save | 31 |
| Mental Save | 22 |
Defense: Resistances
| Lightning | + 12%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 9%( 70%) |
| Nature | + 12%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 32%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Bleed Resistance | 50% |
| Disarm Resistance | 50% |
| Knockback Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 41% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 75 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 425 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Fearfire | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Abyssal Shield |
| talent | Share the Pain |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by DR-DOOM. Escort: repented thief (level 2 of Heart of the Gloom) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed sandworm tooth. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed chunk of ghoul flesh. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * '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.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | dreamer's pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Cun / +3 Wil Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Stamina each turn: +0.50 Maximum stamina: +18.00 A pair of boots made of leather. |
| Quiver | Ashwar (13/13, 31-43 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 31.0 - 43.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 13 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +4 fire / +8 temporal / +20 arcane Damage (radius 2) on crit: +8 arcane Arrows are used with bows to pierce your foes to death. |
| Light source | Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 128.06 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 128.06 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | hardened leather cap 'Murkroar' (7 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Defense: +7 (+4 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 45% * 10% chance to reduce all saves and defense by 19 Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +4 Dex / +4 Cun / +3 Con Changes resistances penetration: +10% mind A cap made of leather. |
| Tool | Quenchroar (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +13 Defense: +20 (+9 eff.) Changes stats: +10 Str / +2 Wil Changes damage: +9% cold Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 5.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +102 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel opal ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Physical power: +8 (+3 eff.) Defense: +8 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 45% Damage when hit (Melee): 6 arcane Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +9% nature Blindness immunity: +26% Spellpower: +7 (+2 eff.) Mindpower: +8 (+4 eff.) Infravision radius: +4 See stealth: +8 See invisible: +9 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 95% 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 | Bethiriawen the GlowbonePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +4 Mag / +4 Cun / +5 Con Changes resistances: +12% arcane / +6% light Changes resistances penetration: +5% light Changes damage: +12% arcane / +3% light / +6% mind Maximum psi: +20.00 Spellpower: +6 (+2 eff.) Rings make your fingers look great! |
| Around waist | BoradurinCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 2 physical Changes stats: +4 Dex / +4 Wil / +3 Cun Changes resistances: +3% light Damage against: +16% Summoned Reduced damage from: +16% Summoned A belt that goes around your waist. |
| In main hand | Yvyma the stralite battleaxe (41-61 power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 45% * 20 arcane resource burn Damage (radius 2) on crit: +28 lightning / +54 cold / +35 fire When wielded/worn: Changes resistances: +9% cold Changes resistances penetration: +26% lightning / +36% cold / +26% fire Global speed: +5% Movement speed: +85% Massive two-handed battleaxes. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | Bileblack the iron plate armour (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 45% Damage when hit (Melee): 4 nature Changes resistances: +6% cold Changes resistances penetration: +5% darkness Changes damage: +9% darkness Life regen: +2.00 Stamina each turn: +0.80 A suit of armour made of metal plates. |
| Cloak | Glorymina the cashmere cloak (2 def, 21 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +21 Defense: +2 (+1 eff.) Changes stats: +1 Cun / +6 Mag Changes resistances: +6% temporal / +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Islyth the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +9% lightning Cut immunity: +50% Disarm immunity: +10% Only die when reaching: -20.00 life Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 148 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 200; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 200 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 duelist (die at -351; dur 7; cd 25)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: 25 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 7 turns. While Heroism is active, you will only die when reaching -351 life. The duration and life will increase by 1% for every 1% life you have lost (currently 427 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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. |
shielding rune of the psychic (absorb 227; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 227 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.restful gold amulet of manastreaming Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +1.00 Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets make your neck look great! |
Isakira the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Wil Changes resistances: +9% cold Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +22% Life regen: +3.00 Mindpower: +15 (+7 eff.) Rings make your fingers look great! |
Nightquill the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +5 Cun / +6 Dex Changes resistances: +14% acid / +20% darkness / +13% fire / +13% lightning / +13% cold Changes damage: +16% darkness / +3% arcane Spell save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +10 (+3 eff.) Rings make your fingers look great! |
Quenchclamor the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +10% mind / +15% cold Changes resistances penetration: +5% cold Changes damage: +10% mind Light radius: +2 Rings make your fingers look great! |
gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil Stun/Freeze immunity: +30% Spellpower: +8 (+3 eff.) Rings make your fingers look great! |
mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +20.00 Rings make your fingers look great! |
mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +22 Disarm immunity: +23% Pinning immunity: +26% Knockback immunity: +22% Maximum life: +25.00 Rings make your fingers look great! |
savior's copper ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 11 light Damage (Ranged): 11 light Changes stats: +2 Mag Changes damage: +10% light Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Rings make your fingers look great! |
steel citrine ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +24% lightning Changes resistances penetration: +10% arcane Changes damage: +12% lightning / +12% arcane Mental save: +7 (+4 eff.) Confusion immunity: +28% Maximum mana: +40.00 Spellpower: +15 (+5 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Alidig the Kilnire (24-36 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 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% Attack speed: 100% Damage (Melee): +14 nature / +8 physical When wielded/worn: Armour penetration: +4 Defense: +15 (+7 eff.) Changes stats: +6 Str Changes resistances: +6% fire Maximum stamina: +20.00 Massive two-handed battleaxes. |
Stormfront (30-45 power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
acidic dwarven-steel battleaxe of massacre (48-72 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 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% On weapon crit: * Splash the target with acid dealing 153 damage over 5 turns and reducing armor and accuracy by 20 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel dagger of erosion (16-20 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+4 eff.) Disarm immunity: +20% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thought-forged dwarven-steel dagger of massacre (23-29 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.0 - 29.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 22% chance to reduce all saves and defense by 19 Damage (Melee): +5 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Flashvengeance the dwarven-steel greatmaul (41-62 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: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 1) on hit: +10 fire Damage (radius 2) on crit: +16 light When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +20% light Changes damage: +6% light Confusion immunity: +20% Only die when reaching: -40.00 life Massive two-handed mauls. |
Glintstalker the iron greatsword (23-37 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +8 light When wielded/worn: Damage when hit (Melee): 6 light Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Massive two-handed swords. |
Xedatta the steel greatsword (22-36 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: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +7 fire Damage (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +10.0% Changes stats: +3 Dex Changes resistances: +9% fire Changes resistances penetration: +10% temporal Combat speed: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword (39-63 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.5 - 63.2 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% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword of projection (38-60 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% 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) Massive two-handed swords. |
elemental dwarven-steel greatsword of crippling (33-52 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: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 92 fire damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +16% fire Changes damage: +10% fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Sewergrinder Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 On weapon hit: * 20% chance to slow global speed by 45% Damage (Ranged): +4 mind When wielded/worn: Changes resistances: +12% nature Changes resistances penetration: +20% nature / +14% physical Changes damage: +3% nature Critical mult.: +5.00% Maximum hate: +6.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Nerawyn the Wintertrial (13-18 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn When wielded/worn: Changes resistances: +6% cold Changes resistances penetration: +25% mind Changes damage: +12% cold Critical mult.: +10.00% Psi when hit: +0.08 Mindpower: +20 (+10 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.iron longsword 'Magmathorn' (18-25 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +2 Con Changes resistances: +15% fire Poison immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel longsword (22-31 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 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% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 26 Damage (Melee): +5 blight When wielded/worn: Disease immunity: +15% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.arcing dwarven-steel mace of massacre (33-46 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 33.5 - 46.9 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 92 damage Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Dayream the elm starstaff (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +15% light / +5% darkness Changes resistances penetration: +10% light Changes damage: +10% darkness Talent granted: +1 Command Staff Maximum mana: +60.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +1% Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.cruel yew vilestaff (20-24 power, 4 apr, acid element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.cruel yew vilestaff of illumination (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +9% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 that illuminates the area and deals 82.46 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.greater yew vilestaff of fate (20-24 power, 4 apr, darkness 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: Changes damage: +20% blight / +20% fire / +20% darkness / +20% acid Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +7 (+4 eff.) Spellpower: +14 (+5 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal ash starstaff of invocation (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 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 17 fire Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +17 (+6 eff.) Spell crit. chance: +2% See invisible: +7 It can be used to conjure elemental energy in a radius 4 cone, dealing 35.61 to 42.73 physical 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.dwarven-steel waraxe of massacre (24-34 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 24.5 - 34.3 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% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.enhanced dwarven-steel waraxe of rage (20-28 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 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% When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +7 Str / +3 Dex / +6 Mag / +5 Wil / +5 Cun / +6 Con Changes damage: +7% physical One-handed war axes. |
Glowwrack the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light / 2 cold Changes resistances penetration: +10% light Changes damage: +12% light Maximum life: +32.00 A belt that goes around your waist. |
Brandreeve the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +1 Con Changes resistances penetration: +15% mind / +10% fire Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormkiss the cashmere cloak (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +3 Defense: +2 (+1 eff.) Changes stats: +4 Dex / +1 Mag / +2 Wil / +3 Cun Changes resistances: +15% lightning Changes damage: +6% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Viperfury the linen cloak (6 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +6 Defense: +6 (+3 eff.) Changes resistances penetration: +15% nature Maximum life: +30.00 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.Glacieroozer (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +13% blight / +9% cold / +7% all Changes resistances penetration: +25% acid Changes damage: +13% blight / +27% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+5 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
This item will automatically be transmogrified when you leave the level.cashmere robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +12% acid / +12% physical / +10% fire / +10% cold / +11% all Changes damage: +8% acid / +5% physical / +9% fire / +5% cold Talent cooldown: Refit Golem (-3 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Blindqueen the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +11 Lck / +5 Dex Changes resistances: +6% blight / +12% fire / +5% arcane / +18% cold Changes resistances penetration: +20% darkness Stealth bonus: +8 A pair of boots made of leather. |
Snowtreason (5 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Fatigue: +2% Damage when hit (Melee): 4 cold Changes resistances: +6% lightning / +6% temporal / +1% physical Physical save: +9 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zanagas the pair of rough leather boots (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+3 eff.) Fatigue: -5% Changes resistances: +6% acid Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Stun/Freeze immunity: +20% Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.dreamer's pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Wil Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.miner's pair of hardened leather boots of tirelessness (0 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Stamina each turn: +0.30 Maximum stamina: +15.00 Infravision radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots of phasing (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Mag / +3 Wil It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.restorative pair of dwarven-steel boots of disengagement (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +2 Dex Life regen: +3.00 Healing mod.: +12% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. 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 95% 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. |
This item will automatically be transmogrified when you leave the level.Daimelaldil the rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Armour: +1 Damage (Melee): 6 acid Changes resistances: +6% acid / +5% physical Changes damage: +4% acid Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life Mindpower: +15 (+7 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 1). Damage (radius 2) on crit: +6 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Rimebrand (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +6% temporal / +5% arcane / +9% mind Changes damage: +6% cold Spell save: +3 (+1 eff.) Only die when reaching: -80.00 life When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Strikepall the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 6 cold Changes resistances: +9% lightning / +3% mind Changes damage: +6% lightning / +3% mind Life regen: +3.00 Stamina each turn: +0.60 Maximum stamina: +13.00 When used to modify unarmed attacks: Base power: 7.5 - 8.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful dwarven-steel gauntlets of archery (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Armour: +2 Fatigue: +3% Changes stats: +4 Cun / +4 Dex Life regen: +3.00 Stamina each turn: +0.70 Maximum stamina: +19.00 When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
temporal rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 5 temporal Changes stats: +2 Mag Changes resistances: +6% temporal Changes damage: +3% arcane / +3% temporal When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 arcane Damage (radius 2) on crit: +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Adissra the Windguile (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +1 Dex / +1 Con Changes resistances: +9% nature Changes resistances penetration: +10% acid Changes damage: +3% acid Critical mult.: +15.00% Physical save: +15 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Sunrend the cashmere wizard hat (2 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes resistances: +18% lightning / +12% cold / +9% light Changes resistances penetration: +5% light Changes damage: +12% lightning Knockback immunity: +20% A pointy cloth hat, very wizardly... |
Xanuwyn (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Str / +3 Dex / +1 Mag Changes damage: +3% acid Light radius: +3 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.aegis cashmere wizard hat of knowledge (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Life regen: +1.50 Mindpower: +4 (+2 eff.) Damage Shield Power: +8% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.bladed hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str 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 165.2 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 cap made of leather. |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat 'Lightmaster' (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 26 Changes resistances: +14% blight / +12% light / +6% darkness Changes damage: +20% blight Disease immunity: +20% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.hardened leather cap 'Strikeobsidian' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +6 Dex Changes damage: +3% lightning Teleport immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 165.2 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 cap made of leather. |
linen wizard hat 'Tidereek' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% lightning / +25% cold Changes resistances penetration: +5% cold Changes damage: +11% cold A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cleansing iron mail armour of Eyal (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +10% nature / +11% blight Life regen: +2.00 Maximum life: +24.00 Healing mod.: +11% A suit of armour made of mail. |
impenetrable iron mail armour (2 def, 9 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
Halyrim (9 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Changes resistances: +6% blight Changes damage: +9% arcane Critical mult.: +12.00% Life regen: +8.30 Stamina each turn: +1.10 Maximum life: +38.00 Healing mod.: +10% A suit of armour made of leather. |
hardened iron plate armour (0 def, 13 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +5% acid / +6% physical / +6% fire / +6% lightning / +5% cold A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Demonnaught (0 def, 4 armour, 40.5 block) Requires: - Shield usage training - Strength 16 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes stats: +7 Str / +2 Wil / +4 Cun Changes resistances: +12% physical Changes resistances penetration: +5% temporal Talent granted: +1 Block See invisible: +3 Slows Projectiles: +18% Bonus block near projectiles: +26 Handheld deflection devices. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
386 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+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. |
iron pickaxe 'Drorin' (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 6 mind Changes stats: +3 Str Spell save: +3 (+1 eff.) Cut immunity: +10% Silence immunity: +10% Life regen: +4.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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)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 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. |
This item will automatically be transmogrified when you leave the level.tundral pouch of dwarven-steel shots of accuracy (17/17, 30-36 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.0 - 36.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 Damage (Ranged): +13 cold Damage (radius 2) on crit: +9 cold Shots are used with slings to pummel your foes to death. |
Gloravena the elm wand of shielding [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +25% blight Spell crit. chance: +3% It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
12 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. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DR-DOOM the Higher Doombringer level 19
40th Dusk 122nd year of Ascendancy at 09:32 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By DR-DOOM the Higher Doombringer level 22
61st Dusk 122nd year of Ascendancy at 13:02 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By DR-DOOM the Higher Doombringer level 5
75th Pyre 122nd year of Ascendancy at 09:23 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By DR-DOOM the Higher Doombringer level 10
2nd Mirth 122nd year of Ascendancy at 23:06 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By DR-DOOM the Higher Doombringer level 20
45th Dusk 122nd year of Ascendancy at 04:21 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By DR-DOOM the Higher Doombringer level 23
61st Dusk 122nd year of Ascendancy at 22:58 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By DR-DOOM the Higher Doombringer level 20
45th Dusk 122nd year of Ascendancy at 11:29 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By DR-DOOM the Higher Doombringer level 24
5th Haze 122nd year of Ascendancy at 18:26 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By DR-DOOM the Higher Doombringer level 10
3rd Mirth 122nd year of Ascendancy at 17:02 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By DR-DOOM the Higher Doombringer level 18
11st Dusk 122nd year of Ascendancy at 16:00 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By DR-DOOM the Higher Doombringer level 16
2nd Dusk 122nd year of Ascendancy at 22:17 see stats
Log
DR-DOOM killed Xorn!
Talent Incinerating Blows is ready to use.
Deadly Poison from Thief hits DR-DOOM for (11 abyssal shield), 11 nature (11 total damage).
You pickup 0.70 gold pieces.
DR-DOOM is no longer maligned
Talent Draining Assault is ready to use.
Talent Burning Sacrifice is ready to use.
Deadly Poison from Thief hits DR-DOOM for (11 abyssal shield), 11 nature (11 total damage).
DR-DOOM picks up (5.): bladed hardened leather cap (0 def, 3 armour).
You pickup 0.75 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.60 gold pieces.
You pickup 0.70 gold pieces.
DR-DOOM picks up (3.): Sunrend the cashmere wizard hat (2 def, 4 armour).
Deadly Poison from Thief hits DR-DOOM for (9 abyssal shield), 9 nature (9 total damage).
Deadly Poison from Thief hits DR-DOOM for (9 abyssal shield), 9 nature (9 total damage).
Ran for 2 turns (stop reason: taken damage).
Deadly Poison from Thief hits DR-DOOM for (9 abyssal shield), 9 nature (9 total damage).
DR-DOOM is no longer poisoned.
Talent Reckless Strike is ready to use.
Talent Born into Magic is ready to use.




























































































































