











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 27 / 98% |
| Size | huge |
| Lifes / Deaths | Killed by Aderin the treant at level 11 on the 8th Flare 122nd year of Ascendancy at 21:26 0 / 7Killed by Cyrada the rattlesnake at level 13 on the 16th Dusk 122nd year of Ascendancy at 23:08 Killed by The Withering Thing at level 14 on the 19th Dusk 122nd year of Ascendancy at 11:40 Killed by Layybrenn the yellow jelly at level 19 on the 70th Dusk 122nd year of Ascendancy at 19:00 Killed by Assassin Lord at level 25 on the 36th Haze 122nd year of Ascendancy at 06:21 Killed by Emyrin the white crystal at level 27 on the 35th Regrowth 123rd year of Ascendancy at 04:58 Killed by skeleton mage at level 27 on the 35th Regrowth 123rd year of Ascendancy at 06:24 |
Primary Stats
| Strength | 57 (base 29) |
| Dexterity | 20 (base 15) |
| Constitution | 48 (base 31) |
| Magic | 50 (base 42) |
| Willpower | 17 (base 12) |
| Cunning | 26 (base 21) |
Resources
| Mana | 261/291 |
| Psi | 87/107 |
| Hate | 100/100 |
| Life | -417/941 |
| Positive | 108/128 |
| Stamina | 176/196 |
| Soul | 12/12 |
| Healing Factor | 1.7078383355187 |
| Regeneration | 36.291564629772 |
Speed
| Mental | +10% |
| Attack | -3.3306690738755E-14% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +105.6% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 50 |
| Crit Chance | 13% |
| APR | 6 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 50 |
| Crit Chance | 15% |
| APR | 9 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Lightning | +40% |
| Darkness | +6% |
| Cold | +23% |
| Physical | +24% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +34% |
| Cold | +42% |
| Darkness | +40% |
| Blight | +40% |
| Physical | +49% |
| Fire | +59% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 38 (35.65183292883%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 37 |
| Mental Save | 22 |
Defense: Resistances
| Nature | + 36%( 70%) |
| Acid | + 55%( 70%) |
| Light | + 48%( 70%) |
| Temporal | + 46%( 70%) |
| Darkness | + 48%( 70%) |
| Lightning | + 70%( 70%) |
| Cold | + 42%( 70%) |
| All | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Teleport Resistance | 10% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 29% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 141 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 463 damage for 5 turns. Its effects scale with your Willpower 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 magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Spell / Glacial waste | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Absorption | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by giant venus flytrap. Escort: injured seer (level 2 of Trollmire) | failed |
You failed to protect the lost defiler from death by thief. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| Psionic focus | Durymnir the voratun greatmaul (71-106 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 Base power: 71.0 - 106.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 89 damage Damage (radius 2) on crit: +110 fire When wielded/worn: Accuracy: +37 (+11 eff.) Physical crit. chance: +2.0% Changes stats: +6 Dex Changes resistances penetration: +24% fire Global speed: +6% Combat speed: +10% Massive two-handed mauls. |
| On hands | Blackwitch the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +2.0% Physical power: +25 (+7 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +1 Cun / +7 Con Changes resistances: +7% darkness Changes damage: +6% darkness Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Alentir the KilndashInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +8 Defense: +10 (+3 eff.) Changes resistances penetration: +10% fire / +15% physical Physical save: +15 (+5 eff.) Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Khelyndur (10 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+3 eff.) Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +9% cold Stun/Freeze immunity: +10% Only die when reaching: -80.00 life A cap made of leather. |
| On feet | Aduleda (20 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +20 (+5 eff.) Fatigue: +2% Changes resistances: +3% lightning / +6% nature Life regen: +6.00 Maximum life: +100.00 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Ivutira the elven-wood totem of thorny skin [power 49] (12/20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +6% light / +3% temporal Poison immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 49 and armour hardiness by 60% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 18% for 2 turns. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Beterille'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +5 Str / +2 Wil / +5 Con Changes resistances penetration: +15% blight Critical mult.: +5.00% Life regen: +7.00 Only die when reaching: -40.00 life Maximum life: +45.00 Spellpower: +6 (+2 eff.) Mindpower: +7 (+4 eff.) Healing mod.: +10% Rings make your fingers look great! |
| On fingers | gladiator's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +6 Str / +5 Con Life regen: +8.00 Maximum life: +48.00 Healing mod.: +12% Rings make your fingers look great! |
| Around neck | Sparknail the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes stats: +2 Mag Changes resistances: +15% lightning / +16% light / +18% darkness Changes damage: +15% mind Blindness immunity: +29% Amulets make your neck look great! |
| In main hand | dwarven-steel waraxe 'Lisemira' (18-25 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 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 this weapon hits: Curse of Impotence (20% chance level 3). On weapon hit: * 20% chance to reduce armor by 36% * Create an explosion dealing 89 cold damage (1/turn) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (radius 1) on hit: +12 acid When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +17% cold Changes damage: +17% cold Mental save: +9 (+4 eff.) Psi when hit: +0.12 One-handed war axes. |
| Around waist | LustrecutterPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +8 Effects on melee hit: * 20% chance to reduce armor by 36% Damage when hit (Melee): 2 light Changes resistances: +3% light Changes resistances penetration: +9% physical Changes damage: +11% physical Spell save: +11 (+4 eff.) Size category: +1 It can be used to create a temporary shield that absorbs 224 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | dwarven-steel dagger 'Forestgore' (18-23 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 89 lightning damage (1/turn) Damage (Melee): +8 temporal Damage (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +4 Changes stats: +3 Str Changes resistances: +3% lightning / +8% temporal / +9% acid Changes resistances penetration: +9% lightning Changes damage: +13% lightning / +8% physical Sharp, short and deadly. |
| Cloak | Umbrastinger the cashmere cloak (26 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +5 (+2 eff.) Armour: +12 Defense: +26 (+7 eff.) Changes resistances penetration: +15% darkness Physical save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ragaldir (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Str / +4 Mag / +5 Wil Changes resistances: +31% lightning / +6% temporal / +27% acid / +8% cold / +3% nature / +11% all Changes damage: +27% lightning / +5% physical / +18% acid / +6% cold Teleport immunity: +10% Maximum life: +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the warrior (heal 191; 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 191 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 198; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 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. |
regeneration infusion of the duelist (heal 486; 14 cd)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 486 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 365; 12 cd)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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 365 life over 5 turns. 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. |
wild infusion of the sneak (res 25%; physical; dur 4; cd 16)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: 16 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 25% for 4 turns. Also removes cross-tier effects of the affected types for free. 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; physical, light, darkness, nature, arcane, temporal)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: 3 physical, 3 light, 4 darkness, 4 nature, 3 arcane, 3 temporal 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.acid wave rune of the wizard (damage 247; dur 4; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 246.62 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your 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. |
biting gale rune of the warrior (damage 276; dur 4; cd 22)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 275.54 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength 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. |
biting gale rune of the wizard (damage 216; dur 4; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 216.48 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
blink rune of the duelist (range 5; phase 18; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Dexterity 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. |
blink rune of the psychic (range 4; phase 16; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 4 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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.shielding rune (absorb 186; 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 186 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 228; dur 5; cd 14)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: 14 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 228 damage for 5 turns. Its effects scale with your Dexterity 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. |
shielding rune of the titan (absorb 350; 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 350 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Frigid's kissInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 42% Changes resistances: +6% cold Changes resistances penetration: +20% mind Changes damage: +6% mind Cut immunity: +50% Healing mod.: +11% 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 136 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
conjurer's copper ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 17 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 17 Damage (Ranged): 11 physical Changes stats: +5 Mag / +5 Wil / +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.copper ring of corrosion (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
gold emerald ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all Life regen: +11.00 Maximum life: +63.00 Healing mod.: +15% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.mule's steel ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Blindness immunity: +22% Infravision radius: +3 See stealth: +8 See invisible: +8 Rings make your fingers look great! |
psionicist's copper ring of darkness (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% darkness Changes damage: +11% darkness Mental save: +6 (+3 eff.) Rings make your fingers look great! |
steel emerald ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +3 Changes resistances: +3% all Life regen: +7.00 Maximum life: +64.00 Healing mod.: +14% Rings make your fingers look great! |
steel garnet ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Changes damage: +11% all Spellpower: +7 (+2 eff.) Spell crit. chance: +3% Mindpower: +8 (+4 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
warrior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
Deladublek the Flarewind (23-34 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 23.0 - 34.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 temporal Damage (radius 1) on hit: +4 mind When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +5% mind Changes damage: +3% fire Massive two-handed battleaxes. |
hateful dwarven-steel battleaxe of massacre (39-58 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 39.0 - 58.5 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% Damage (Melee): +12 darkness Damage against: +10% Living Massive two-handed battleaxes. |
iron battleaxe 'Splendourgrind' (24-36 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 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: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% light Changes damage: +9% mind Maximum psi: +20.00 Massive two-handed battleaxes. |
Elenizilaldil the dwarven-steel dagger (17-22 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 89 acid damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +13 fire When wielded/worn: Physical crit. chance: +8.0% Changes resistances: +6% mind Changes resistances penetration: +15% acid Changes damage: +13% acid Psi when hit: +0.12 Mindpower: +15 (+8 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel dagger of enduring (18-23 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 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% When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +7 (+2 eff.) Changes stats: +7 Con / +7 Wil Disarm immunity: +33% Maximum life: +21.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.caustic stralite dagger of massacre (38-49 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 37.5 - 48.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +13 acid / +5 nature When wielded/worn: Armour penetration: +10 Changes resistances penetration: +5% acid / +10% nature Sharp, short and deadly. |
Vilebearer the stralite greatsword (48-77 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 Damage (Melee): +14 light / +12 nature Damage (radius 1) on hit: +8 nature Damage against: +17% Undead When wielded/worn: Physical crit. chance: +13.0% Changes resistances: +5% arcane Changes damage: +6% arcane Massive two-handed swords. |
arcing iron greatsword (16-26 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 89 damage Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.blazebringer's dwarven-steel greatsword of erosion (37-59 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 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% Damage (Melee): +12 nature Damage (radius 2) on crit: +31 fire When wielded/worn: Changes resistances penetration: +16% fire Global speed: +4% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steel mace 'Glitterstriker' (14-20 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Physical power: +15 (+4 eff.) Defense: +30 (+8 eff.) Changes stats: +2 Str / +3 Dex Changes resistances penetration: +25% light Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Sparkblast the mossy mindstar (2-2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 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: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Damage (Melee): +12 blight / +12 temporal Damage (radius 1) on hit: +16 lightning / +8 temporal When wielded/worn: Changes resistances: +3% lightning Changes damage: +7% lightning / +7% fire / +6% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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.ash starstaff 'Hailmarrow' (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 when hit (Melee): 2 cold Changes stats: +3 Mag / +3 Wil Changes resistances: +3% cold Changes resistances penetration: +25% fire / +15% cold Changes damage: +15% physical / +12% cold Talent granted: +1 Command Staff Maximum mana: +23.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Emata (10-15 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +7 fire When wielded/worn: Armour: +2 Changes resistances: +12% nature Disease immunity: +20% Disarm immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +20% Healing mod.: +10% One-handed war axes. |
Glorawen (20-27 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 17 * Create an explosion dealing 89 lightning damage (1/turn) Damage (Melee): +9 darkness / +12 arcane Damage against: +7% Living When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +8% lightning / +5% arcane Changes damage: +9% lightning One-handed war axes. |
iron waraxe (11-15 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
AerithCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Changes stats: +5 Dex / +3 Mag / +4 Cun / +5 Lck Trap disarming bonus: +6 Stealth bonus: +5 Stamina each turn: +1.00 Infravision radius: +3 A belt that goes around your waist. |
Eclipsequarry the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes resistances: +5% blight / +3% mind Critical mult.: +10.00% Equilibrium when hit: +0.16 Maximum hate: +6.00 Mental crit. chance: +1% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Glimmerbore the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Changes damage: +3% light Mental save: +7 (+3 eff.) Spellpower: +3 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
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. |
hardened leather belt 'Dazzlehunger'Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+2 eff.) Armour: +7 Defense: +8 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +5 Dex Changes resistances: +6% light Changes resistances penetration: +5% temporal Changes damage: +9% light Physical save: +15 (+5 eff.) Spell save: +8 (+3 eff.) Mental crit. chance: +8% Light radius: +1 Size category: +1 A belt that goes around your waist. |
Isiraba (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes resistances: +12% cold Spell save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Life regen: +4.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorunne the Gorewyrd (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +10 (+3 eff.) Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 42% Changes resistances: +1% physical Only die when reaching: -40.00 life Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Floewitch the woollen robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +6% cold / +11% mind / +9% all Changes resistances penetration: +10% cold / +20% temporal Changes damage: +16% arcane / +11% mind Mental save: +17 (+8 eff.) Maximum mana: +15.00 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.silk robe 'Mayith' (9 def, 4 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +4 Defense: +9 (+3 eff.) Changes stats: +1 Dex Changes resistances: +3% physical / +13% all Changes resistances penetration: +15% physical / +10% mind / +13% darkness Changes damage: +10% physical / +18% mind / +13% darkness Physical save: +23 (+7 eff.) Psi each turn: +0.30 Maximum stamina: +20.00 Maximum hate: +12.00 Maximum psi: +17.00 Mindpower: +14 (+7 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of power (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% all Changes damage: +5% nature / +10% all Poison immunity: +31% Disease immunity: +26% Spellpower: +11 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yarilatharak the Doursnake (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 arcane Changes resistances: +3% darkness Changes damage: +9% darkness Psi when hit: +0.04 Mindpower: +25 (+13 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Dairarin' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +3 Str Changes resistances: +5% lightning / +5% temporal / +5% arcane Maximum stamina: +10.00 A pair of boots made of leather. |
traveler's pair of iron boots of speed (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystalline Iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 It is part of a set of items. When wielded/worn: Physical power: +12 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Metal gloves protecting the hands up to the middle of the lower arm. Transformed with the power of the Spellblaze. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
This item will automatically be transmogrified when you leave the level.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: +16 (+6 eff.) Armour: +2 Changes stats: +3 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Ulymadar' (30 def, 5 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Defense: +30 (+8 eff.) Fatigue: +1% Damage (Melee): 6 cold Changes stats: +2 Dex Changes resistances: +6% cold Changes resistances penetration: +5% mind / +10% acid Changes damage: +4% cold Stamina each turn: +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Firewend (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: +3 Str / +2 Wil / +5 Cun Changes damage: +3% fire Mental save: +3 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 221.0 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hettamaleg the Cindertaint (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 lightning Changes stats: +2 Cun / +2 Wil Changes resistances: +9% fire Changes resistances penetration: +5% blight / +15% fire Mindpower: +4 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Lightsquall the linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 36% Changes stats: +4 Mag Changes resistances: +3% acid / +6% blight Changes resistances penetration: +15% light Changes damage: +6% acid / +18% light / +3% blight Spell save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level.grounding iron helm (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +7% temporal 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.impenetrable stralite mail armour of fire resistance (4 def, 17 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +23% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.nimble reinforced leather armour of cold resistance (21 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +21 (+6 eff.) Fatigue: +8% Changes stats: +5 Dex Changes resistances: +27% cold Movement speed: +20% A suit of armour made of leather. |
11 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. |
519 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 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
ScorchviperInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Changes stats: +5 Wil Changes resistances: +3% fire / +3% light / +12% darkness Changes damage: +18% fire Critical mult.: +13.00% Spell save: +9 (+4 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Yveta the CoalreekInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +15% cold / +5% arcane / +6% nature Changes damage: +6% darkness Maximum life: +43.00 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. |
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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
This item will automatically be transmogrified when you leave the level.Ulfyrin the elm wand of shielding [power 122] (12/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +6% blight Disarm immunity: +20% Knockback immunity: +10% Teleport immunity: +20% Only die when reaching: -80.00 life Maximum life: +20.00 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. When used: * Heal for 39. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elm wand of lightning storm [power 116] (12/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 32 lightning damage and will be dazed for 1 turn (162 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
4 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. |
4 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 (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Esaj Mad the Ogre Adventurer level 26
6th Regrowth 123rd year of Ascendancy at 01:24 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Esaj Mad the Ogre Adventurer level 22
1st Time of Equilibrium 122nd year of Ascendancy at 22:55 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Esaj Mad the Ogre Adventurer level 10
6th Mirth 122nd year of Ascendancy at 02:02 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Esaj Mad the Ogre Adventurer level 20
71st Dusk 122nd year of Ascendancy at 02:53 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Esaj Mad the Ogre Adventurer level 12
7th Dusk 122nd year of Ascendancy at 00:10 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Esaj Mad the Ogre Adventurer level 10
6th Mirth 122nd year of Ascendancy at 23:57 see stats
The Right thing to do (Madness (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Esaj Mad the Ogre Adventurer level 26
2nd Decay 122nd year of Ascendancy at 20:58 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Esaj Mad the Ogre Adventurer level 10
8th Mirth 122nd year of Ascendancy at 17:49 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Esaj Mad the Ogre Adventurer level 26
1st Decay 122nd year of Ascendancy at 18:19 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Esaj Mad the Ogre Adventurer level 17
45th Dusk 122nd year of Ascendancy at 11:31 see stats
Log
Esaj Mad killed Bloated ooze!
Polildalaith the giant fire ant's Slime Spit hits Esaj Mad for (33 to psi shield), (36 rampage shugs off), 130 nature (130 total damage).
Lisira the shimmering crystal casts Supercharge Golem.
Golem (servant of Lisira the shimmering crystal) is overloaded with power.
Lisira the shimmering crystal's light area effect hits Esaj Mad for (30 to psi shield), 41 light (41 total damage).
Emyrin the white crystal's light area effect hits Esaj Mad for (33 to psi shield), 55 light (55 total damage).
Polildalaith the giant fire ant uses Nature's Equilibrium.
Polildalaith the giant fire ant misses Esaj Mad.
Emyrin the white crystal casts Ice Bolt.
Emyrin the white crystal's spell attains critical power!
Esaj Mad has shrugged off 36 damage and is ready for more.
Esaj Mad has finished recovering.
Esaj Mad is less thorny now.
Esaj Mad's Beyond the Flesh hits Emyrin the white crystal for 35 physical damage.
Crippling Poison from Polildalaith the giant fire ant hits Esaj Mad for (33 to psi shield), 46 nature (46 total damage).
Thorn Grab from Polildalaith the giant fire ant hits Esaj Mad for (12 to psi shield), 16 nature (16 total damage).
Poison from Polildalaith the giant fire ant hits Esaj Mad for (26 to psi shield), 35 nature (35 total damage).
Armoured skeleton warrior is no longer out of phase.
Armoured skeleton warrior performs a melee critical strike against Esaj Mad!
Armoured skeleton warrior is less vulnerable.
Armoured skeleton warrior uses Block.
Armoured skeleton warrior hits Esaj Mad for (33 to psi shield), (36 rampage shugs off), 53 physical, (2 to psi shield), 3 cold (55 total damage).
Melee retaliation hits Armoured skeleton warrior for 5 light, 2 physical (7 total damage).
Frost Cut from Esaj Mad hits Polildalaith the giant fire ant for 6 cold damage.
Emyrin the white crystal's Ice Bolt hits Esaj Mad for (33 to psi shield), 114 cold (114 total damage).
Emyrin the white crystal's Corona hits Esaj Mad for 46 darkness damage.
Skeleton mage casts Manathrust.
Skeleton mage hits Armoured skeleton warrior for (41 blocked), 0 arcane (0 total damage).
Skeleton mage hits Esaj Mad for (33 to psi shield), 127 arcane (127 total damage).
Esaj Mad the level 27 ogre adventurer was mana-torn to death by a skeleton mage on level 3 of Old Forest.











































































































