











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 17 / 60% |
| Size | big |
| Lifes / Deaths | Killed by minotaur at level 17 on the 1st Iron 123rd year of Ascendancy at 15:54 / 1 |
Primary Stats
| Strength | 49 (base 44) |
| Dexterity | 9 (base 11) |
| Constitution | 41 (base 33) |
| Magic | 8 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -22/608 |
| Stamina | 58/178 |
| Healing Factor | 1.3281403954778 |
| Regeneration | 13.203912120529 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 42 |
| Crit Chance | 11% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Physical | +12% |
| Light | +10% |
| Mind | +15% |
Offense: Damage Penetration
| Physical | +10% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 39.883307766991 (81.151787968034%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 14 |
| Physical Save | 25 |
| Spell Save | 45 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Darkness | + 5%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 3%( 70%) |
| Lightning | + 6%( 70%) |
| Mind | + 15%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 232 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 62 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 Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You failed to protect the injured seer from death by Molag. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by white worm mass. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | Blastworm (5 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +5 (+3 eff.) Fatigue: +2% Changes stats: +3 Con Changes resistances: +6% lightning Changes damage: +9% physical Stamina each turn: +0.40 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | 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.(66 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Lisileth' (5 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Defense: +5 (+3 eff.) Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 37% Changes stats: +2 Con Critical mult.: +5.00% Spell save: +3 (+1 eff.) Infravision radius: +2 A cap made of leather. |
| Tool | 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. |
| On fingers | copper ring of the mind (+12%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% mind Changes damage: +12% mind Rings make your fingers look great! |
| On fingers | copper ring 'Emelama'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 13% Changes stats: +3 Cun Changes resistances: +3% blight / +3% temporal / +3% nature Rings make your fingers look great! |
| Around waist | nightruned rough leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +5% light / +5% darkness Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 10/20) : Effective talent level: 2.6 Power cost: 20 out of 10/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | Elenysta the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +8.0% Armour: +2 Fatigue: +3% Changes resistances penetration: +10% physical Changes damage: +3% mind / +3% physical Critical mult.: +22.00% Mental save: +9 (+5 eff.) Maximum hate: +4.00 Spell crit. chance: +10% Mental crit. chance: +7% 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. |
| Main armor | iron mail armour 'Glintblood' (2 def, 14 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +14 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +3% mind / +5% arcane Reduces incoming crit damage: 10.00% A suit of armour made of mail. |
| Cloak | Shadespawn (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Damage when hit (Melee): 2 darkness Changes resistances: +9% acid / +10% cold / +5% arcane Spell 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. |
| Around neck | copper amulet 'Ereludar'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +5 (+3 eff.) Fatigue: -4% Changes stats: +1 Str Changes resistances penetration: +15% acid Life regen: +2.00 Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; acid, physical, blight, fire, arcane, mind)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 acid, 3 physical, 3 blight, 5 fire, 5 arcane, 5 mind 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. |
cleansing steel amulet of constitution (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% nature / +12% blight Poison immunity: +28% Disease immunity: +22% Amulets make your neck look great! |
savior's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +12 (+6 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Amulets make your neck look great! |
serendipitous gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+4 eff.) Changes stats: +5 Lck Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.stabilizing gold amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +16% temporal Pinning immunity: +21% Knockback immunity: +24% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.steel amulet of soulsearing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes damage: +6% blight / +6% fire Critical mult.: +11.00% Spellpower: +6 (+6 eff.) Amulets make your neck look great! |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +23% Knockback immunity: +23% Maximum life: +23.00 Rings make your fingers look great! |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.flaming steel battleaxe of massacre (29-44 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +9 fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.acidic steel dagger of erosion (14-18 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +7 nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.acidic steel dagger of the mystic (12-15 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Changes stats: +1 Mag / +3 Wil Spellpower: +6 (+6 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.acidic steel dagger of vileness (10-14 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +7 blight Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger of amnesia (17-22 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.iron dagger (9-12 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 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% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel dagger (17-22 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 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 this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +7 blight When wielded/worn: Disease immunity: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's steel dagger of massacre (18-24 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.5 - 24.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +9 blight When wielded/worn: Disease immunity: +12% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.steel dagger of crippling (10-14 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.steel dagger of crippling (12-15 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.stralite dagger of amnesia (29-38 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 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% On weapon hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel dagger of crippling (16-20 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +10% Sharp, short and deadly. |
Ereleroddarim (28-43 power, 2 apr)Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 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% Damage (Melee): +16 acid / +10 nature / +4 mind When wielded/worn: Critical mult.: +10.00% Mental save: +3 (+2 eff.) Hate when firing a critical mind attack: +3.00 Mental crit. chance: +3% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Runysarab the steel greatmaul (26-40 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 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 this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +9 blight When wielded/worn: Accuracy: +12 (+4 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 12 Changes stats: +3 Dex Changes resistances: +12% blight Disease immunity: +17% Combat speed: +10% Massive two-handed mauls. |
Spellcrusher (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
This item will automatically be transmogrified when you leave the level.chilling steel greatmaul of massacre (39-58 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 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% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +19 cold Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Spectral Blade (26-42 power, 25 apr) Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+5 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Xylemira the Dawnbrawn (24-38 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +13 darkness Damage against: +7% Living When wielded/worn: Physical crit. chance: +9.0% Physical power: +7 (+2 eff.) Changes resistances penetration: +5% arcane Changes damage: +9% light Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+10 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced steel greatsword of phasing (24-38 power, 11 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: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +16% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+4 eff.) Disarm immunity: +32% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Manydrabar the Gleambraze (16-22 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 37% Damage (radius 1) on hit: +4 light Damage (radius 2) on crit: +12 light When wielded/worn: Changes resistances: +6% lightning / +15% fire Changes resistances penetration: +10% light Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.arcing steel longsword of massacre (21-29 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.flaming steel longsword of paradox (12-18 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 temporal Damage (radius 1) on hit: +5 fire When wielded/worn: Changes resistances: +5% temporal Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.slime-covered steel longsword of persecution (16-22 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 5% chance to slow global speed by 37% Damage against: +8% Unnatural When wielded/worn: Changes stats: +2 Wil Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.nature's vined mindstar of balance (6-7 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +3% nature Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+2 eff.) Disease immunity: +11% Equilibrium when hit: +1.10 Mindpower: +4 (+3 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.ranger's cured leather sling of enduring Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +2 Dex / +6 Wil / +6 Con Maximum life: +10.00 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.ash magestaff of invocation (15-18 power, 3 apr, lightning 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: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 (+12 eff.) Spell crit. chance: +2% It can be used to conjure elemental energy in a radius 4 cone, dealing 15.58 to 18.69 lightning damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash magestaff of might (15-18 power, 3 apr, fire 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: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent ash magestaff of might (19-23 power, 3 apr, cold 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: 19.0 - 22.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +19% cold Talent granted: +1 Command Staff Spellpower: +9 (+9 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.acidic steel waraxe of paradox (14-20 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 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 crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +7 temporal When wielded/worn: Changes resistances: +8% temporal One-handed war axes. |
This item will automatically be transmogrified when you leave the level.hateful steel waraxe of erosion (13-18 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 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% Damage (Melee): +5 nature / +5 darkness Damage against: +7% Living One-handed war axes. |
Armokan (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +3% lightning / +15% acid Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.linen robe of frost (+16%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all / +16% cold Changes damage: +11% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Spell save: +16 (+5 eff.) Spellpower: +3 (+3 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anintir the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag / +3 Wil / +4 Cun Changes resistances: +6% blight / +3% cold Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+4 eff.) Infravision radius: +1 A pair of boots made of leather. |
dwarven-steel gauntlets 'Splendourbore' (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage when hit (Melee): 10 acid / 8 mind / 4 light Changes resistances: +3% mind Life regen: +4.00 Stamina each turn: +0.90 Maximum stamina: +15.00 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. |
iron gauntlets 'Jetpassion' (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 7 mind Changes stats: +3 Dex Changes resistances: +6% mind / +6% darkness Changes damage: +4% mind 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 dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +7% fire / +8% cold Allows you to breathe in: water 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.cleansing steel mail armour of acid resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% acid / +10% nature / +11% blight A suit of armour made of mail. |
radiant steel mail armour of Eyal (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +14% blight / +14% darkness Life regen: +1.00 Maximum life: +26.00 Light radius: +1 Healing mod.: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant steel mail armour of command (8 def, 9 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +2 Cun / +2 Wil Changes resistances: +10% blight / +12% darkness Mental save: +11 (+6 eff.) Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cured leather armour (6 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cured leather armour of Eyal (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Life regen: +1.00 Maximum life: +21.00 Healing mod.: +12% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.duelist's hardened leather armour (13 def, 8 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +13 (+7 eff.) Fatigue: +8% Changes stats: +5 Cun / +5 Dex A suit of armour made of leather. |
enlightening cured leather armour of clarity (6 def, 4 armour)Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +3 Cun / +5 Wil Changes resistances: +6% mind Mental save: +23 (+12 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic cured leather armour of cold resistance (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +17% cold / +12% light / +12% darkness A suit of armour made of leather. |
radiant hardened leather armour of command (16 def, 10 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +16 (+8 eff.) Fatigue: +8% Changes stats: +3 Cun / +2 Wil Changes resistances: +16% blight / +16% darkness Mental save: +10 (+5 eff.) Light radius: +1 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Anusarim (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Damage when hit (Melee): 6 arcane Changes stats: +4 Cun / +4 Wil Changes resistances: +17% acid / +5% arcane / +16% lightning Mental save: +12 (+6 eff.) A suit of armour made of metal plates. |
radiant steel plate armour (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +1 Wil Changes resistances: +12% blight / +10% darkness Light radius: +1 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Emelevea the Umbrajustice (0 def, 4 armour, 44 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +9% acid / +3% darkness / +5% lightning / +12% cold / +12% mind / +21% fire Changes damage: +12% darkness Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.exposing steel shield of the stars (0 def, 4 armour, 39.5 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 6% chance to reduce all saves and defense by 12 Effects when hit in melee: * 10% chance to reduce all saves and defense by 12 Changes stats: +3 Cun / +2 Mag Changes resistances: +10% light / +11% darkness Changes damage: +10% light / +13% darkness Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.steel shield of lightning resistance (+17%) (0 def, 4 armour, 41.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +17% lightning Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.swashbuckler's steel shield of shrapnel (0 def, 4 armour, 37.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +4 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 189 physical damage over 5 turns (1/turn) Changes stats: +3 Str / +1 Dex Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.high-capacity quiver of ash arrows of wind (45/45, 22-31 power, 7 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 45 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage Travel speed: +200% When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
14 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. |
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. |
5 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 lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Neranor'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex Changes resistances: +5% arcane Changes resistances penetration: +10% mind Disarm immunity: +10% Maximum hate: +8.00 Light radius: +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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Annulment (0/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 14/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.barbed pouch of steel shots (20/20, 26-31 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 26.0 - 31.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 20 On weapon crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.steel torque of clear mind [power 2] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.steel torque of psionic shield [power 49] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Glacierreek [power 344] (24 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes damage: +6% cold Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 It can be used to sting an enemy dealing 344 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 24 turns. When used: * Heal for 37. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.ash totem of thorny skin [power 25] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.cleansing ash wand of clairvoyance [power 10] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 33 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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 (Roguelike)
Killed Ben Cruthdar the Cursed.By Molag the Dwarf Berserker level 14
7th Shortage 122nd year of Ascendancy at 14:30 see stats
Level 10 (Roguelike)
Got a character to level 10.By Molag the Dwarf Berserker level 10
18th Wealth 122nd year of Ascendancy at 03:08 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Molag the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 00:33 see stats
Log
Bandit Leader Xeressra casts Congeal Time.
Minotaur slows down.
Molag resists the effect 'Congeal Time'!
Molag seems more focused.
Talent Fearless Cleave is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Dig is ready to use.
Minotaur hits Molag for 43 physical, 3 healing (43 total damage) [3 healing].
Melee retaliation hits Minotaur for 1 darkness, 6 blight (8 total damage).
Bandit Leader Xeressra casts Shadowstep.
The spell fizzles!
Bandit Leader Xeressra seems more focused.
You pickup 0.85 gold pieces.
Molag feels pain again.
Molag is not silenced anymore.
Molag is not stunned anymore.
Molag has recovered!
Bandit Leader Xeressra uses Infusion: Regeneration.
Bandit Leader Xeressra starts regenerating health quickly.
Minotaur hits Molag for 72 physical, 6 healing (72 total damage) [6 healing].
Melee retaliation hits Minotaur for 2 darkness, 10 blight (12 total damage).
Molag hits Minotaur for 152 physical, 14 light (166 total damage).
Molag hits Bandit Leader Xeressra for (8 flat reduction), 2 light (2 total damage).
Minotaur uses Infusion: Healing.
Minotaur hits Molag for 85 physical damage.
Minotaur receives 109 healing from Infusion: Healing.
Melee retaliation hits Minotaur for 2 darkness, 10 blight (12 total damage).
Molag the level 17 dwarf berserker was tortured to death by a minotaur on level 1 of bandit fortress.































































































