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 | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Cursed |
Level / Exp | 24 / 29% |
Size | medium |
Lifes / Deaths | Killed by Eilinivea the dreaming wolf at level 5 on the 76th Pyre 122nd year of Ascendancy at 08:45 0 / 7Killed by orc corruptor at level 15 on the 73rd Dusk 122nd year of Ascendancy at 07:30 Killed by Salidheba the corrupted war dog at level 15 on the 45th Haze 122nd year of Ascendancy at 09:28 Killed by Yvolratira the shadow claw at level 16 on the 46th Haze 122nd year of Ascendancy at 23:31 Killed by decaying devourer at level 18 on the 22nd Regrowth 123rd year of Ascendancy at 10:15 Killed by Poltergeist Spellblaze Shard at level 24 on the 34th Pyre 123rd year of Ascendancy at 18:09 Killed by Poltergeist Spellblaze Shard at level 24 on the 34th Pyre 123rd year of Ascendancy at 19:03 |
Antimagic | Follower |
Primary Stats
Strength | 61 (base 48) |
Dexterity | 20 (base 12) |
Constitution | 34 (base 27) |
Magic | 8 (base 10) |
Willpower | 61 (base 37) |
Cunning | 15 (base 10) |
Resources
Life | -5/672 |
Hate | 78/116 |
Healing Factor | 1.038122176711 |
Regeneration | 3.3738970743109 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 7 |
See Invisible | 10 |
Offense: Mainhand
Damage | 109 |
Accuracy | 36 |
Crit Chance | 6% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Nature | +8% |
Acid | +14% |
Light | +14% |
Darkness | +11% |
Cold | +15% |
Mind | +20% |
Fire | +8% |
All | +2% |
Offense: Damage Penetration
Cold | +5% |
Acid | +20% |
Light | +30% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 43.511077022655 (89.749889547741%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 29 |
Physical Save | 32 |
Spell Save | 22 |
Mental Save | 26 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 31%( 70%) |
Physical | + 25%( 70%) |
Cold | + 46%( 70%) |
All | + 12%( 70%) |
Darkness | + 15%( 70%) |
Temporal | + 23%( 70%) |
Lightning | + 31%( 70%) |
Mind | + 38%( 70%) |
Fire | + 23%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 78% |
Pinning Resistance | 100% |
Confusion Resistance | 28% |
Fear Resistance | 28% |
Disarm Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 267 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 420% 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 4/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
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 defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by giant fire ant. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by slumbering giant venus flytrap. Escort: repented thief (level 2 of Heart of the Gloom) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within6 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 | Gloreta the pair of iron boots (0 def, 3 armour) Gloreta the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to slow global speed by 59% Changes stats: +2 Cun / +2 Dex Changes resistances: +3% blight / +3% darkness / +9% acid It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 63% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Ce'Nolelle' alchemist's lamp 'Ce'Nolelle'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Wil Mental save: +7 (+4 eff.) Maximum hate: +10.00 Mental crit. chance: +4% Light radius: +4 See stealth: +7 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Borynariharahad (0 def, 3 armour) Borynariharahad (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Str / +2 Dex / +7 Wil Changes resistances: +6% nature / +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Zanunik the Dazzlepyre (dig speed 38 turns) Zanunik the Dazzlepyre (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 9% Changes stats: +1 Str Changes resistances: +11% nature Changes resistances penetration: +25% light / +5% cold Changes damage: +6% nature / +9% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gladiator's steel ring of frost (+26%) gladiator's steel ring of frost (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +26% cold Changes damage: +13% cold Rings make your fingers look great! |
On fingers | Prismbright PrismbrightCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% acid / +9% nature / +12% lightning Changes resistances penetration: +5% light Stun/Freeze immunity: +28% Life regen: +3.00 Light radius: +1 Rings make your fingers look great! |
Around waist | rough leather belt 'Deepsstrike' rough leather belt 'Deepsstrike'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +1 Cun Changes damage: +9% darkness / +6% mind Physical save: +11 (+5 eff.) Maximum hate: +6.00 Light radius: +3 A belt that goes around your waist. |
In main hand | Unstoppable Mauler (48-72 power, 15 apr) Unstoppable Mauler (48-72 power, 15 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+8 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 18 power out of 18/18) : Effective talent level: 3.0 Power cost: 18 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 131% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
On hands | hardened leather gloves 'Bealarig' (0 def, 2 armour) hardened leather gloves 'Bealarig' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce all saves and defense by 31 Damage (Melee): 8 fire Damage when hit (Melee): 2 mind Changes resistances: +6% blight / +7% fire / +6% cold Changes damage: +12% mind / +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | impenetrable steel plate armour of the dragon (0 def, 15 armour) impenetrable steel plate armour of the dragon (0 def, 15 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Fatigue: +22% Changes resistances: +7% acid / +7% physical / +7% cold / +7% lightning / +6% fire Talent cooldown: Rush (-5 turns) Disease immunity: +15% Disarm immunity: +21% Stun/Freeze immunity: +22% Knockback immunity: +24% A suit of armour made of metal plates. It was changed by the digestive sack. |
Cloak | linen cloak 'Glareprophet' (1 def, 0 armour) linen cloak 'Glareprophet' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 31 Changes stats: +2 Cun / +1 Dex Changes resistances: +9% acid / +3% nature / +3% lightning Changes resistances penetration: +5% mind Changes damage: +12% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Ulymablek the gold amulet Ulymablek the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Changes stats: +2 Con Changes resistances: +13% temporal Changes resistances penetration: +20% acid Changes damage: +3% acid Critical mult.: +10.00% Pinning immunity: +25% Knockback immunity: +26% Stamina each turn: +3.00 Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level. heroism infusion (die at -397; dur 9; cd 31)heroism infusion (die at -397; dur 9; cd 31) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -397 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 794 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
Xudavena XudavenaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +12% blight Changes damage: +3% blight Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +23.00 Rings make your fingers look great! |
copper ring of nature (+22%) copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of corruption (30-45 power, 2 apr)dwarven-steel battleaxe of corruption (30-45 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 3). Massive two-handed battleaxes. |
acidic iron dagger (10-12 power, 5 apr) acidic iron dagger (10-12 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger of phasing (18-23 power, 18 apr)balanced dwarven-steel dagger of phasing (18-23 power, 18 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +8 (+4 eff.) Disarm immunity: +20% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel greatmaul of enduring (41-62 power, 2 apr)balanced dwarven-steel greatmaul of enduring (41-62 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+5 eff.) Defense: +10 (+5 eff.) Changes stats: +7 Con / +7 Wil Disarm immunity: +39% Maximum life: +69.00 Massive two-handed mauls. |
balanced steel greatmaul of massacre (36-54 power, 2 apr) balanced steel greatmaul of massacre (36-54 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 36.0 - 54.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +9 (+4 eff.) Disarm immunity: +34% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. acidic steel greatsword of crippling (24-39 power, 2 apr)acidic steel greatsword of crippling (24-39 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Physical crit. chance: +10.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel greatsword (37-59 power, 2 apr)plaguebringer's dwarven-steel greatsword (37-59 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 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% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +12 blight When wielded/worn: Disease immunity: +21% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel mace of evisceration (26-37 power, 4 apr)truestriking dwarven-steel mace of evisceration (26-37 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +5 Physical crit. chance: +9.0% Physical power: +5 (+2 eff.) Changes resistances penetration: +6% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. greater yew magestaff of channeling (20-24 power, 4 apr, lightning element)greater yew magestaff of channeling (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% cold / +20% arcane / +20% fire Talent granted: +1 Command Staff Mana each turn: +0.33 Spellpower: +22 (+8 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging yew magestaff of might (20-24 power, 4 apr, arcane element)surging yew magestaff of might (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+4 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. void walker's yew magestaff (20-24 power, 4 apr, arcane element)void walker's yew magestaff (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% darkness / +8% temporal Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Defense after a teleport: +8 Resist all after a teleport: +13% New effects duration reduction after a teleport: +8% Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe 'Thundersnake' (19-27 power, 4 apr) dwarven-steel waraxe 'Thundersnake' (19-27 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 59% Damage (radius 1) on hit: +4 lightning Damage (radius 2) on crit: +8 acid When wielded/worn: Changes stats: +8 Con / +5 Wil Changes resistances: +9% blight / +3% lightning Changes resistances penetration: +10% acid Maximum life: +10.00 One-handed war axes. |
Chamyromikath the Brandquick Chamyromikath the BrandquickInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% light / +6% fire Physical save: +5 (+2 eff.) Only die when reaching: -40.00 life Mindpower: +2 (+1 eff.) Healing mod.: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather belt of the mysticinsulating hardened leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% fire / +7% cold Mental save: +8 (+4 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
rough leather belt of the giants rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt of the giants rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of protection (6 def, 0 armour) enveloping linen cloak of protection (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +5 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con 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. pair of dwarven-steel boots of evasion (5 def, 4 armour)pair of dwarven-steel boots of evasion (5 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Fatigue: +3% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% 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. dwarven-steel gauntlets of archery (0 def, 2 armour)dwarven-steel gauntlets of archery (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +7 Armour: +2 Fatigue: +3% Changes stats: +4 Cun / +2 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
polar dwarven-steel gauntlets (0 def, 2 armour) polar dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 6 cold Changes resistances: +5% cold Changes damage: +3% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. temporal hardened leather gloves of dexterity (+3) (0 def, 2 armour)temporal hardened leather gloves of dexterity (+3) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +2 Damage (Melee): 6 temporal Damage (Ranged): 7 temporal Changes stats: +3 Dex Changes resistances: +7% temporal Changes damage: +5% temporal 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. |
umbral iron gauntlets (0 def, 1 armour) umbral iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 darkness Changes resistances: +5% darkness Changes damage: +3% darkness 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. |
insulating iron helm (0 def, 3 armour) insulating iron helm (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 resistances: +6% fire / +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of dexterity (+2) (0 def, 3 armour) insulating iron helm of dexterity (+2) (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: +2 Dex Changes resistances: +5% fire / +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable steel mail armour of fire resistance (2 def, 13 armour) impenetrable steel mail armour of fire resistance (2 def, 13 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +15% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing dwarven-steel plate armour of implacability (0 def, 17 armour)cleansing dwarven-steel plate armour of implacability (0 def, 17 armour) Requires: - Massive armour training - Strength 35 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Fatigue: +14% Changes resistances: +12% nature / +10% blight Physical save: +7 (+3 eff.) A suit of armour made of metal plates. |
Murkraven the dwarven-steel shield (0 def, 21 armour, 32-38 power, 113 block) Murkraven the dwarven-steel shield (0 def, 21 armour, 32-38 power, 113 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +113 Damage (Melee): +12 physical When wielded/worn: Armour: +21 Fatigue: +8% Damage when hit (Melee): 2 darkness Changes resistances: +21% lightning / +9% darkness Talent granted: +1 Block Physical save: +6 (+3 eff.) Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Wrathroot's Barkwood (9 def, 10 armour, 24-34 power, 60 block)Wrathroot's Barkwood (9 def, 10 armour, 24-34 power, 60 block) Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 24.0 - 33.6 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level. steel shield (0 def, 4 armour, 16-19 power, 41.5 block)steel shield (0 def, 4 armour, 16-19 power, 41.5 block) Requires: - Shield usage training - Strength 16 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 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. |
5 opal 5 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. |
18 topaz 18 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. |
Bleakrigor (dig speed 7 turns) Bleakrigor (dig speed 7 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +1 Dex / +3 Mag Changes resistances: +12% temporal Changes damage: +17% fire / +14% mind / +3% darkness Mental save: +18 (+9 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe (dig speed 30 turns) dwarven-steel pickaxe (dig speed 30 turns)3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Aerodana the Rimewhisper Aerodana the RimewhisperInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +6% cold Mental save: +6 (+3 eff.) Light radius: +3 Infravision radius: +1 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
elm totem of summon tentacle [power 95] (25 cooldown) elm totem of summon tentacle [power 95] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 99 Armor: 6 All Resist: 1 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
Iron Acorn Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+5 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
8 amethyst 8 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. |
4 ametrine 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. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dandrim the Thalore Cursed level 15
73rd Dusk 122nd year of Ascendancy at 09:08 see stats
By Dandrim the Thalore Cursed level 15
30th Dusk 122nd year of Ascendancy at 16:43 see stats
By Dandrim the Thalore Cursed level 17
7th Decay 122nd year of Ascendancy at 22:32 see stats
By Dandrim the Thalore Cursed level 20
20th Pyre 123rd year of Ascendancy at 05:05 see stats
By Dandrim the Thalore Cursed level 10
3rd Mirth 122nd year of Ascendancy at 11:20 see stats
By Dandrim the Thalore Cursed level 20
11st Pyre 123rd year of Ascendancy at 23:31 see stats
By Dandrim the Thalore Cursed level 19
55th Regrowth 123rd year of Ascendancy at 18:02 see stats
By Dandrim the Thalore Cursed level 10
4th Mirth 122nd year of Ascendancy at 13:32 see stats
By Dandrim the Thalore Cursed level 19
11st Pyre 123rd year of Ascendancy at 06:30 see stats
Log
Dandrim resists the disease!
Dandrim is disarmed!
Dandrim's Gift of the Woods is disrupted by his wounds!
Dandrim is being stalked by Poltergeist Spellblaze Shard!
Poltergeist Spellblaze Shard steals life from Dandrim!
Poltergeist Spellblaze Shard hits Dandrim for (28 rampage shugs off), 24 physical, 13 blight, 14 fire, 39 physical, 14 blight, 15 fire (119 total damage).
Melee retaliation hits Poltergeist Spellblaze Shard for 2 mind, 4 mind (6 total damage).
Dandrim is no longer rampaging.
Dandrim overcomes the gloom
Talent Frenzy is ready to use.
Dandrim HEALS from nature damage!
Deadly Poison from Poltergeist Spellblaze Shard hits Dandrim for 51 nature, 23 healing (51 total damage) [23 healing].
Bleeding from Poltergeist Spellblaze Shard hits Dandrim for 27 physical damage.
Mindrot hits Poltergeist Spellblaze Shard for 7 mind, 12 darkness (19 total damage).
Dandrim uses Nature's Pride.
Poltergeist Spellblaze Shard's armor corrodes!
Poltergeist Spellblaze Shard is being stalked by Dandrim!
Dandrim hits Poltergeist Spellblaze Shard for 45 physical, 0 arcane, 8 fire (53 total damage).
Dandrim begins rampaging!
Dandrim's Slash is disrupted by his wounds!
Poltergeist Spellblaze Shard steals life from Dandrim!
Poltergeist Spellblaze Shard hits Dandrim for (29 rampage shugs off), 31 physical, 13 blight, 14 fire, 46 physical, 13 blight, 14 fire (133 total damage).
Melee retaliation hits Poltergeist Spellblaze Shard for 9 mind, 9 mind (17 total damage).
Dandrim is no longer being stalked by Bleeding from Poltergeist Spellblaze Shard.
Dandrim HEALS from nature damage!
Deadly Poison from Poltergeist Spellblaze Shard hits Dandrim for 49 nature, 23 healing (49 total damage) [23 healing].
Bleeding from Poltergeist Spellblaze Shard hits Dandrim for 35 physical damage.
Dandrim the level 24 thalore cursed was hacked apart to death by a Poltergeist Spellblaze Shard on level 3 of Ruined halfling complex.
Poltergeist Spellblaze Shard is no longer being stalked by Dandrim.