Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Brawler |
Level / Exp | 19 / 65% |
Size | small |
Lifes / Deaths | Killed by Sinat at level 19 on the 47th Dusk 122nd year of Ascendancy at 00:45 / 1 |
Primary Stats
Strength | 24 (base 13) |
Dexterity | 51 (base 43) |
Constitution | 32 (base 10) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 43 (base 40) |
Resources
Life | -273/564 |
Stamina | 101/154 |
Healing Factor | 1.1724420161895 |
Regeneration | 0.29311050404737 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 44.388749514228 |
See Invisible | 44.388749514228 |
Offense: Barehand
Damage | 56 |
Accuracy | 51 |
Crit Chance | 20% |
APR | 19 |
Speed | 0.80 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Fire | +3% |
Temporal | +6% |
Darkness | +13% |
Physical | +12% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Cold | +8% |
Fire | +15% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 14 (35.65183292883%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 19 |
Mental Save | 28 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 24%( 70%) |
All | + 10%( 70%) |
Lightning | + 13%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 13%( 70%) |
Darkness | + 31%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Disarm Resistance | 31% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Poison Resistance | 41% |
Blind Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 388 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Unarmed training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. 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 sandworm tooth. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bear paw. | 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 within3 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 | pair of iron boots 'Kilnnail' (15 def, 5 armour) pair of iron boots 'Kilnnail' (15 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +14 (+4 eff.) Armour: +5 Defense: +15 (+4 eff.) Fatigue: +2% Changes resistances: +1% physical Changes resistances penetration: +15% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | hardened leather gloves 'Stokeschism' (0 def, 2 armour) hardened leather gloves 'Stokeschism' (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +7 Physical power: +11 (+3 eff.) Armour: +2 Changes stats: +2 Str Changes resistances: +5% blight / +3% darkness Changes damage: +3% fire Physical save: +6 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +6 (+3 eff.) Poison immunity: +20% Disarm immunity: +31% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +8 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). On weapon hit: * 13% chance to slow global speed by 44% * 15% chance to reduce armor by 10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Unrodunagar (0 def, 1 armour) Unrodunagar (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +1 Str / +5 Con Changes damage: +6% temporal Only die when reaching: -80.00 life A cap made of leather. |
Tool | Lightningdredge the elm totem of thorny skin [power 16] (20 cooldown) Lightningdredge the elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +20 (+6 eff.) Changes resistances: +3% lightning / +1% physical / +6% blight Confusion immunity: +20% It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Hanodunalin the copper ring Hanodunalin the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes resistances: +6% acid / +3% temporal / +5% arcane Blindness immunity: +21% Knockback immunity: +20% Infravision radius: +3 See stealth: +7 See invisible: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
On fingers | warrior's copper ring of darkness (+20%) warrior's copper ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% darkness Changes damage: +10% darkness Rings make your fingers look great! |
Around neck | Aerukath AerukathInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +13% blight / +1% physical / +11% nature Changes damage: +12% physical Poison immunity: +21% Disease immunity: +21% Only die when reaching: -20.00 life Amulets make your neck look great! |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Light source | brass lantern 'Shadowserpent' brass lantern 'Shadowserpent'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Changes damage: +3% darkness Mental save: +5 (+3 eff.) Stamina each turn: +1.00 Only die when reaching: -40.00 life Light radius: +3 See stealth: +6 See invisible: +7 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. |
Cloak | Flashpiety (1 def, 0 armour) Flashpiety (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Changes resistances penetration: +15% mind Changes damage: +9% lightning Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | hardened leather belt 'Layulratha' hardened leather belt 'Layulratha'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +3 Con Physical save: +7 (+4 eff.) Mental save: +7 (+4 eff.) Maximum life: +30.00 Mindpower: +8 (+4 eff.) A belt that goes around your waist. |
Inventory
healing infusion of the psychic (heal 80; cd 11) healing infusion of the psychic (heal 80; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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. |
movement infusion (speed 405%; cd 10) movement infusion (speed 405%; 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 increase movement speed by 405% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. movement infusion of the psychic (speed 520%; cd 8)movement infusion of the psychic (speed 520%; cd 8) 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 472%; cd 8) movement infusion of the warrior (speed 472%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 472% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
regeneration infusion of the sneak (heal 244; 14 cd) regeneration infusion of the sneak (heal 244; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, temporal, cold, arcane, physical) Prismatic Rune (6 turns; acid, temporal, cold, arcane, 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 acid, 3 temporal, 3 cold, 4 arcane, 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. |
This item will automatically be transmogrified when you leave the level. shielding rune of the wizard (absorb 146; dur 4; cd 17)shielding rune of the wizard (absorb 146; dur 4; cd 17) 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 146 damage for 4 turns. Its effects scale with your Magic 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. |
copper amulet of willpower (+2) copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. steel amulet of manastreamingsteel amulet of manastreaming Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. warrior's steel amuletwarrior's steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
titan's copper ring of clarity titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Confusion immunity: +22% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. arcing steel battleaxe of the mystic (123% power, 2 apr)arcing steel battleaxe of the mystic (123% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 123% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Changes stats: +3 Mag / +3 Wil Spellpower: +10 (+2 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced steel battleaxe of massacre (139% power, 2 apr)balanced steel battleaxe of massacre (139% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +10 (+3 eff.) Disarm immunity: +32% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel battleaxe (141% power, 2 apr)thought-forged dwarven-steel battleaxe (141% power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 142% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 27% chance to reduce all saves and defense by 18 Damage (Melee): +16 mind When wielded/worn: Changes stats: +3 Cun / +5 Wil Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Chargespiker the steel dagger (104% power, 6 apr)Chargespiker the steel dagger (104% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +8 blight / +8 cold Damage (radius 2) on crit: +8 lightning / +12 blight When wielded/worn: Changes resistances: +3% lightning Changes damage: +6% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing steel dagger of massacre (119% power, 6 apr)arcing steel dagger of massacre (119% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 120% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel dagger of the mystic (111% power, 7 apr)chilling dwarven-steel dagger of the mystic (111% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Changes stats: +3 Mag / +1 Wil Spellpower: +8 (+2 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger 'Pyrebane' (105% power, 6 apr)steel dagger 'Pyrebane' (105% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Armour: +8 Defense: +20 (+6 eff.) Changes stats: +1 Con Changes resistances: +6% fire Changes resistances penetration: +7% physical Spell save: +6 (+3 eff.) Disease immunity: +20% Confusion immunity: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel greatmaul of paradox (150% power, 2 apr)arcing dwarven-steel greatmaul of paradox (150% 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. Power: 150% Range: 1.5x Uses stat: 120% Str Damage type: Physical 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 Damage (Melee): +13 temporal When wielded/worn: Changes resistances: +10% temporal Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword of evisceration (148% power, 2 apr)balanced dwarven-steel greatsword of evisceration (148% 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. Power: 149% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +10.0% Physical power: +12 (+4 eff.) Defense: +12 (+4 eff.) Disarm immunity: +34% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatsword of massacre (157% power, 2 apr)balanced dwarven-steel greatsword of massacre (157% 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. Power: 158% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+3 eff.) Disarm immunity: +38% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling steel greatsword (126% power, 2 apr)chilling steel greatsword (126% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +13 cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of massacre (157% power, 2 apr)dwarven-steel greatsword of massacre (157% 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. Power: 157% Range: 1.6x Uses stat: 120% Str Damage type: Physical 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. flaming steel greatsword of daylight (130% power, 2 apr)flaming steel greatsword of daylight (130% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 131% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 light Damage (radius 1) on hit: +12 fire Damage against: +13% Undead Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. manaburning steel greatsword of erosion (129% power, 2 apr)manaburning steel greatsword of erosion (129% power, 2 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 16 arcane resource burn Damage (Melee): +7 nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of massacre (140% power, 2 apr)steel greatsword of massacre (140% 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. Power: 140% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel greatsword of massacre (160% power, 2 apr)thought-forged dwarven-steel greatsword of massacre (160% power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 26% chance to reduce all saves and defense by 18 Damage (Melee): +7 mind When wielded/worn: Changes stats: +5 Cun / +2 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. thought-forged steel greatsword of massacre (137% power, 2 apr)thought-forged steel greatsword of massacre (137% power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 137% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 16% chance to reduce all saves and defense by 18 Damage (Melee): +16 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty ash longbow of firemighty ash longbow of fire Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 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 Damage (Ranged): +14 fire When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Str Changes damage: +12% fire Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. balanced steel mace of shearing (108% power, 3 apr)balanced steel mace of shearing (108% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +6 Defense: +5 (+2 eff.) Changes resistances penetration: +6% all Disarm immunity: +31% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. chilling steel mace (104% power, 3 apr)chilling steel mace (104% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +7 cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar (97% power, 24 apr, nature damage)gifted thorny mindstar (97% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +10 (+5 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. gifted thorny mindstar of life (94% power, 24 apr, nature damage)gifted thorny mindstar of life (94% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +11.00 Mindpower: +10 (+5 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. gifted vined mindstar (87% power, 18 apr, mind damage)gifted vined mindstar (87% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +7 (+3 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted vined mindstar (85% power, 18 apr, mind damage)gifted vined mindstar (85% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +7 (+3 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mitotic thorny mindstar of clarity (93% power, 24 apr, mind damage)mitotic thorny mindstar of clarity (93% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 93% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 8% chance to slow global speed by 44% * 7% chance to reduce armor by 10% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +4 (+2 eff.) Maximum psi: +17.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 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. vined mindstar of frost (88% power, 18 apr, mind damage)vined mindstar of frost (88% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Damage (Melee): 6 cold Changes resistances: +5% cold Changes resistances penetration: +4% cold Changes damage: +6% cold Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. vined mindstar of storms (81% power, 18 apr, nature damage)vined mindstar of storms (81% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 82% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 4 lightning Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +1 Cun / +3 Con Changes resistances: +4% lightning Changes resistances penetration: +9% lightning Changes damage: +4% lightning Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. mighty cured leather slingmighty cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Str Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. ranger's cured leather slingranger's cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +2 Dex Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. ash magestaff (111% power, 3 apr, cold element)ash magestaff (111% power, 3 apr, cold element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash magestaff (111% power, 3 apr, fire element)ash magestaff (111% power, 3 apr, fire element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash magestaff of might (111% power, 3 apr, arcane element)ash magestaff of might (111% power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff of might (111% power, 3 apr, temporal element)ash starstaff of might (111% power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen ash starstaff of illumination (111% power, 3 apr, darkness element)earthen ash starstaff of illumination (111% power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +3% Defense: +6 (+2 eff.) Changes damage: +15% darkness Talent granted: +1 Command Staff Physical save: +2 (+1 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +2 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 31.07 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. enhanced steel waraxe (109% power, 3 apr)enhanced steel waraxe (109% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex / +3 Mag / +5 Wil / +5 Cun / +5 Con One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hateful steel waraxe of erosion (104% power, 3 apr)hateful steel waraxe of erosion (104% power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 nature / +8 darkness Damage against: +7% Living One-handed war axes. |
This item will automatically be transmogrified when you leave the level. HellsstrikerHellsstriker Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +5 Dex Changes resistances: +7% acid / +10% blight Changes damage: +18% fire Infravision radius: +2 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Torivor the rough leather belt Torivor the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +5% blight Spell save: +6 (+3 eff.) Vim when firing critical spell: +2.00 Damage Shield penetration: +30% Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt 'Arith'hardened leather belt 'Arith' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +4 Cun / +4 Dex Changes resistances: +3% acid / +12% temporal / +5% arcane Reduces incoming crit damage: 15.00% Pinning immunity: +20% Mental crit. chance: +8% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Gonne the Murkbolt (2 def, 0 armour)Gonne the Murkbolt (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 15% Damage when hit (Melee): 6 darkness Changes stats: +3 Str / +2 Con Changes resistances: +3% nature Changes resistances penetration: +10% darkness Changes damage: +3% light / +15% nature 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. Pusmaim the cashmere cloak (2 def, 7 armour)Pusmaim the cashmere cloak (2 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +20% cold Changes damage: +9% nature / +6% mind Mental crit. chance: +2% 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. Shadowpain (2 def, 0 armour)Shadowpain (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% * 20% chance to reduce damage dealt by 15% Changes resistances: +9% nature / +3% temporal Spell save: +3 (+2 eff.) Maximum life: +38.00 Light radius: +2 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. cashmere cloak 'Greenobeisance' (2 def, 7 armour)cashmere cloak 'Greenobeisance' (2 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +5 Str / +2 Dex / +4 Con Changes resistances: +9% fire / +13% cold Changes resistances penetration: +10% nature Light radius: +2 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. thick cashmere cloak of protection (2 def, 7 armour)thick cashmere cloak of protection (2 def, 7 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +13% cold Spell save: +5 (+3 eff.) Mental save: +7 (+4 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. Heatpassion the cashmere robe (0 def, 0 armour)Heatpassion the cashmere robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +15% cold / +6% fire / +17% mind / +11% all Changes resistances penetration: +10% mind / +20% fire Changes damage: +14% mind / +12% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Searreign (0 def, 0 armour)Searreign (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 10% Effects when hit in melee: * 4% chance to slow global speed by 44% * 4 arcane resource burn Changes stats: +2 Cun / +4 Con Changes resistances: +9% all Changes damage: +11% nature / +3% fire Critical mult.: +12.00% Poison immunity: +28% Disease immunity: +20% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Sparkstrider (3 def, 3 armour)Sparkstrider (3 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +6 Str / +5 Mag / +5 Wil Changes resistances: +10% lightning / +6% light / +3% fire / +12% blight / +7% cold / +3% acid / +11% all Changes damage: +8% lightning / +13% physical / +16% cold Physical save: +17 (+9 eff.) Life regen: +2.70 Maximum life: +63.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's woollen robe of frost (+10%) (0 def, 0 armour)dreamer's woollen robe of frost (+10%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +14% darkness / +16% cold / +10% mind / +9% all Changes damage: +11% cold Physical save: +10 (+5 eff.) Spell save: +11 (+6 eff.) Mental save: +22 (+11 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing woollen robe (0 def, 0 armour)focusing woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +9% all Mana each turn: +0.15 Psi each turn: +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of protection (3 def, 2 armour) mindwoven linen robe of protection (3 def, 2 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Changes resistances: +7% all Physical save: +16 (+8 eff.) Mental save: +15 (+8 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy silk robe (0 def, 0 armour)slimy silk robe (0 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects when hit in melee: * 3% chance to slow global speed by 44% * 3 arcane resource burn Changes resistances: +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe 'Lustrespawn' (0 def, 0 armour)woollen robe 'Lustrespawn' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +6% mind / +9% all Changes resistances penetration: +10% light / +10% fire Changes damage: +10% nature / +12% mind / +6% light Poison immunity: +24% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Arthusin the pair of dwarven-steel boots (28 def, 8 armour)Arthusin the pair of dwarven-steel boots (28 def, 8 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +8 Defense: +28 (+8 eff.) Fatigue: +3% Changes stats: +3 Dex Changes resistances: +9% blight / +6% mind 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. Chillstreaker the pair of hardened leather boots (0 def, 3 armour)Chillstreaker 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: Accuracy: +15 (+5 eff.) Armour: +3 Changes stats: +8 Str / +3 Dex / +3 Cun Changes resistances: +6% cold Changes damage: +3% physical Critical mult.: +10.00% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 185% 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. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Infernoquarry (0 def, 7 armour)Infernoquarry (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Changes stats: +3 Str / +2 Dex / +2 Wil / +5 Cun Changes resistances penetration: +15% fire Changes damage: +6% fire Infravision radius: +1 A pair of boots made of leather. |
Shiverbolt the pair of iron boots (5 def, 5 armour) Shiverbolt the pair of iron boots (5 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Fatigue: +2% Damage when hit (Melee): 2 fire Changes stats: +2 Str / +2 Cun / +1 Con Changes resistances: +9% cold Physical save: +11 (+6 eff.) Mental save: +10 (+5 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. Splendourdredge the pair of dwarven-steel boots (0 def, 6 armour)Splendourdredge the pair of dwarven-steel boots (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +6 Fatigue: +3% Changes stats: +3 Cun Changes resistances: +6% fire / +11% cold Changes resistances penetration: +15% light Critical mult.: +10.00% Maximum hate: +4.00 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. Unlightflash the pair of hardened leather boots (0 def, 3 armour)Unlightflash the pair of hardened leather boots (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Damage when hit (Melee): 8 darkness Changes resistances: +8% lightning / +9% temporal Changes damage: +6% darkness Mental save: +9 (+5 eff.) Mental crit. chance: +2% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Bregomas' (0 def, 3 armour)pair of hardened leather boots 'Bregomas' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +3 Changes stats: +7 Str / +2 Con Changes resistances: +6% temporal / +6% fire Infravision radius: +2 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
corrosive dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) corrosive dwarven-steel gauntlets of strength (+3) (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: Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 acid Changes stats: +3 Str Changes resistances: +6% acid Changes damage: +3% acid When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +7 acid Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets (0 def, 2 armour)dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% When used to modify unarmed attacks: Power: 117% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves of dexterity (+3) (0 def, 2 armour)hardened leather gloves of dexterity (+3) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+5 eff.) Armour: +2 Changes stats: +3 Dex When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's hardened leather gloves of dexterity (+4) (0 def, 2 armour) psychic's hardened leather gloves of dexterity (+4) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Damage (Melee): 5 mind Changes stats: +4 Dex Changes resistances: +5% mind Changes damage: +3% mind When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +6 mind 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. restful dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)restful dwarven-steel gauntlets of dexterity (+3) (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: +10 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Dex Life regen: +3.00 Stamina each turn: +0.50 Maximum stamina: +21.00 When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Adewyn the dwarven-steel helm (0 def, 4 armour)Adewyn the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +4 Wil Changes resistances: +12% light / +13% darkness Reduces incoming crit damage: 10.00% Psi when hit: +0.20 Mindpower: +15 (+7 eff.) Mental crit. chance: +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. Huhek the Gleamnaught (0 def, 3 armour)Huhek the Gleamnaught (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: +1 Mag / +4 Wil / +1 Cun / +4 Con Changes resistances: +9% nature Changes damage: +6% light A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Wintershear (10 def, 3 armour)Wintershear (10 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +3 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +3 Str / +4 Dex Changes resistances penetration: +20% physical Changes damage: +6% cold Stamina each turn: +3.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Erelufang' (2 def, 0 armour)cashmere wizard hat 'Erelufang' (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances: +6% acid / +6% mind Physical save: +7 (+4 eff.) Spell save: +9 (+5 eff.) Silence immunity: +20% Stun/Freeze immunity: +10% Life regen: +4.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. fearwoven cashmere wizard hat (2 def, 0 armour)fearwoven cashmere wizard hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +5% darkness / +7% physical Changes damage: +7% darkness / +8% physical Maximum hate: +7.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
miner's rough leather cap of strength (+3) (0 def, 3 armour) miner's rough leather cap of strength (+3) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Str Infravision radius: +1 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing steel mail armour (2 def, 6 armour)cleansing steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +12% nature / +12% blight A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour of implacability (3 def, 12 armour)prismatic dwarven-steel mail armour of implacability (3 def, 12 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +10% light / +11% darkness Physical save: +8 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of stability (2 def, 6 armour)steel mail armour of stability (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% physical Physical save: +13 (+7 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour (6 def, 4 armour)rejuvenating cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +2.00 Stamina each turn: +0.90 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour of command (14 def, 7 armour)rejuvenating cured leather armour of command (14 def, 7 armour) Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +14 (+4 eff.) Fatigue: +7% Changes stats: +2 Cun Mental save: +12 (+6 eff.) Life regen: +3.10 Stamina each turn: +0.70 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour (9 def, 6 armour)rejuvenating hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Life regen: +2.80 Stamina each turn: +0.50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel plate armour (0 def, 9 armour)steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel plate armour of fire resistance (0 def, 9 armour)steel plate armour of fire resistance (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +16% fire A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Crackleorder (0 def, 10 armour, 80.5 block)Crackleorder (0 def, 10 armour, 80.5 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+3 eff.) Armour: +10 Fatigue: +8% Changes resistances: +6% lightning / +18% fire / +3% temporal Talent granted: +1 Block Maximum life: +49.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of the stars (0 def, 6 armour, 77 block)dwarven-steel shield of the stars (0 def, 6 armour, 77 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +3 Cun / +4 Mag Changes resistances: +13% light / +11% darkness Changes damage: +12% light / +10% darkness Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of cold resistance (+16%) (0 def, 4 armour, 41.5 block)steel shield of cold resistance (+16%) (0 def, 4 armour, 41.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 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% Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Arthydrarim (17/17, 143% power, 10 apr)Arthydrarim (17/17, 143% power, 10 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 144% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 17 On weapon hit: * 20% chance to reduce armor by 10% * 20% chance to knock the target back 3 spaces and deal 99 physical damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage Shield penetration (this weapon only): +10% Damage (Ranged): +12 physical / +15 nature Damage (radius 2) on crit: +16 acid Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. acidic quiver of yew arrows of accuracy (19/19, 138% power, 10 apr)acidic quiver of yew arrows of accuracy (19/19, 138% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 139% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. arcing quiver of ash arrows of paradox (19/19, 121% power, 7 apr)arcing quiver of ash arrows of paradox (19/19, 121% power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 9% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Ranged): +9 temporal Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. manaburning quiver of ash arrows (19/19, 125% power, 7 apr)manaburning quiver of ash arrows (19/19, 125% power, 7 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 125% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 18 arcane resource burn Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows (15/15, 121% power, 7 apr)quiver of ash arrows (15/15, 121% power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows (20/20, 119% power, 7 apr)quiver of ash arrows (20/20, 119% power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 120% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of daylight (18/18, 140% power, 10 apr)quiver of yew arrows of daylight (18/18, 140% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 141% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 Damage (Ranged): +15 light Damage against: +14% Undead Arrows are used with bows to pierce your foes to death. |
8 agate 8 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. |
112 alchemist agate 112 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 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 'Airbringer' (dig speed 37 turns) iron pickaxe 'Airbringer' (dig speed 37 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +5 Mag / +1 Cun Changes resistances: +9% lightning Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +27.00 Spell crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+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. |
This item will automatically be transmogrified when you leave the level. alchemist's lamp 'Hanydan'alchemist's lamp 'Hanydan' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Changes stats: +7 Cun / +4 Dex Physical save: +6 (+3 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet 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 213/400. 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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel torque of mindblast [power 235] (15 cooldown)dwarven-steel torque of mindblast [power 235] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 235 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. powerful steel torque of mindblast [power 175] (15 cooldown)powerful steel torque of mindblast [power 175] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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. |
elm wand of shielding [power 122] (20 cooldown) elm wand of shielding [power 122] (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 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. powerful ash wand of conjuration [power 150] (15 cooldown)powerful ash wand of conjuration [power 150] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 165 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. soothing yew wand of conjuration [power 210] (15 cooldown)soothing yew wand of conjuration [power 210] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 229 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 44. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 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 Sinat the Halfling Brawler level 10
1st Flare 122nd year of Ascendancy at 05:01 see stats
By Sinat the Halfling Brawler level 19
47th Dusk 122nd year of Ascendancy at 00:45 see stats
By Sinat the Halfling Brawler level 10
2nd Mirth 122nd year of Ascendancy at 19:46 see stats
By Sinat the Halfling Brawler level 18
45th Dusk 122nd year of Ascendancy at 06:31 see stats
By Sinat the Halfling Brawler level 13
20th Dusk 122nd year of Ascendancy at 13:09 see stats
By Sinat the Halfling Brawler level 10
2nd Mirth 122nd year of Ascendancy at 19:57 see stats
By Sinat the Halfling Brawler level 10
4th Mirth 122nd year of Ascendancy at 05:56 see stats
By Sinat the Halfling Brawler level 16
32nd Dusk 122nd year of Ascendancy at 04:09 see stats
Log
You don't see how to get there...
You don't see how to get there...
Space around you starts to dissolve...
Sinat is no longer evading attacks.
Acid Splash from Glylelaith the gigantic corrosive tunneler hits Sinat for (3 flat reduction), 0 acid (0 total damage).
Glylelaith the gigantic corrosive tunneler's acid area effect hits Sinat for (9 flat reduction), 35 acid (35 total damage).
Sinat is free from the acid.
Talent Vitality is ready to use.
Talent Axe Kick is ready to use.
Talent Combination Kick is ready to use.
Sinat starts suffocating to death!
Sinat is suffocating.
Sinat is recovering from the damage!
Sinat tries to evade attacks.
Sinat uses Infusion: Healing.
Sinat receives 175 healing from Infusion: Healing.
Talent Infusion: Regeneration is ready to use.
Talent Flurry of Fists is ready to use.
Sinat uses Infusion: Regeneration.
Sinat starts regenerating health quickly.
New Achievement: Fool of a Took! (Insane (Roguelike) difficulty)!
Sinat the level 19 halfling brawler suffocated to death on level 1 of Sandworm lair.
Space restabilizes around you.