










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Mindslayer |
| Level / Exp | 26 / 52% |
| Size | big |
| Lifes / Deaths | Killed by Xeruyana the storm drake hatchling at level 26 on the 41st Haze 122nd year of Ascendancy at 02:29 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 55 (base 11) |
| Dexterity | 21 (base 10) |
| Constitution | 29 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 71 (base 57) |
| Cunning | 52 (base 49) |
Resources
| Life | -103/803 |
| Equilibrium | 30 |
| Psi | 102/120 |
| Healing Factor | 1.1524687383469 |
| Regeneration | 39.030023118299 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +38.183306406077% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 49.683315893437 |
| See Invisible | 49.683315893437 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 50 |
| Crit Chance | 24% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 50 |
| Crit Chance | 24% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +6% |
| Arcane | +6% |
| Mind | +5% |
| All | 0% |
| Light | +15% |
| Physical | +11% |
| Fire | +6% |
| Nature | +11% |
Offense: Damage Penetration
| Physical | +10% |
| Blight | +10% |
| Arcane | +15% |
| Mind | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 42 (48.304188961773%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 4 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | -1%( 70%) |
| Arcane | -2%( 70%) |
| Cold | + 32%( 70%) |
| All | -8%( 70%) |
| Physical | + 43%( 70%) |
| Lightning | + 66%( 70%) |
| Light | -8%( 70%) |
| Temporal | + 5%( 70%) |
| Mind | -5%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Knockback Resistance | 0% |
| Stun Resistance | 73% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 577% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Charged Shield |
| talent | Augmentation |
| talent | Antimagic Shield |
| talent | Skate |
| talent | Beyond the Flesh |
| talent | Kinetic Aura |
| talent | Kinetic Shield |
| beneficial effect | This creatures psionic focus item is supercharged! Frenzied Focus |
| beneficial effect | 11% chance to stun any foes hit. Wrath of the Wilds |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 26. Intimidated |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target has 32 increased life regeneration. Recovery |
| detrimental effect | The target is on fire, taking 71.47 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases defense by 12. Mobile Defense |
| detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 23. Exposed |
| beneficial effect | You gain 18% resistance against lightning, cold and nature. Resolve |
| detrimental effect | The target is confused, acting randomly (chance 37%) and unable to perform complex actions. Confused |
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 injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Layygawyn the master vampire. Escort: worried loremaster (level 1 of Daikara) | 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 Wrathroot. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 ice wyrm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed chunk of ghoul flesh. * You've found the needed vial of wight ectoplasm. | active |
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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Ulfochik the stralite greatmaul (69-104 power, 19 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 Base power: 69.0 - 103.5 Uses stat: 133% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +19 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +19% Damage (radius 2) on crit: +16 mind When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +5% arcane Changes damage: +6% arcane Mental save: +6 (+3 eff.) Massive two-handed mauls. |
| On hands | Chalodedor (5 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Damage (Melee): 6 acid Changes resistances: +6% acid / +3% temporal Changes damage: +4% acid Blindness immunity: +20% Maximum life: +60.00 Maximum hate: +6.00 When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 44% Wil, 84% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 1). Damage (radius 2) on crit: +5 acid Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Obsidiansun the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +2 Wil Changes resistances: +3% temporal / +6% nature / +3% darkness Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Malynarintir the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 5% * 10% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +9 Str / +6 Wil / +4 Con Changes resistances: +6% acid / +10% fire / +10% cold / +14% physical Changes resistances penetration: +10% blight Changes damage: +6% acid / +6% blight Physical save: +19 (+8 eff.) Mental save: +12 (+6 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Flashcast (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 10% chance to reduce armor by 5% Changes resistances: +1% physical Changes damage: +9% light Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Only die when reaching: -20.00 life Light radius: +1 A pair of boots made of leather. |
| Tool | Dimnigh [power 2] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 5% * 20% chance to reduce damage dealt by 21% Damage when hit (Melee): 4 acid Changes resistances: +9% darkness Changes damage: +6% light 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 19 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Glorytira the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +10% arcane Stun/Freeze immunity: +21% Life regen: +2.00 Maximum stamina: +10.00 Maximum vim: +30.00 Spell crit. chance: +2% Rings make your fingers look great! |
| On fingers | copper ring 'Ivuma'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +22% nature / +5% arcane Changes damage: +11% nature Maximum life: +60.00 Rings make your fingers look great! |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Turimandil (30-43 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 30.5 - 42.7 Uses stat: 111% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 physical When wielded/worn: Changes stats: +6 Str / +4 Con Changes resistances: +6% temporal Changes damage: +6% physical One-handed war axes. |
| Around waist | hardened leather belt 'Beteldana'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Changes resistances: +6% acid / +8% fire / +9% cold / +6% blight Only die when reaching: -80.00 life Maximum hate: +8.00 Mindpower: +10 (+3 eff.) A belt that goes around your waist. |
| In off hand | Velygama the Unlightpython (21-29 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 111% Wil 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: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +8 darkness / +12 nature Damage (radius 1) on hit: +12 darkness Damage (radius 2) on crit: +16 nature Damage against: +15% Unnatural When wielded/worn: Changes resistances: +12% darkness Changes damage: +6% fire One-handed war axes. |
| Cloak | Hathindur (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +5 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +3 Str / +3 Con Changes resistances: +3% darkness Changes resistances penetration: +20% mind Critical mult.: +10.00% Physical save: +9 (+4 eff.) Maximum life: +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+5 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 49.73 to 62.16 physical damage (based on Willpower and Cunning) with knockback Activation costs 8 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
healing infusion of the sneak (heal 144; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 451%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.movement infusion of the psychic (speed 813%; cd 18) 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 813% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 462; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 462 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.Cyrydhemira Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 2 temporal Changes resistances: +3% blight / +3% temporal Changes resistances cap: +3% all Changes resistances penetration: +25% blight / +10% temporal Changes damage: +18% temporal Physical save: +12 (+5 eff.) Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
serendipitous steel amulet of constitution (+9) =3 con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+3 eff.) Changes stats: +9 Lck / +3 Con Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.stabilizing steel amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +13% temporal Pinning immunity: +26% Knockback immunity: +20% Amulets make your neck look great! |
Brenindur the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes damage: +3% acid / +6% mind Mental save: +25 (+12 eff.) Confusion immunity: +23% Psi when hit: +0.12 Mindpower: +5 (+2 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Infernotooth Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 4 blight / 4 fire Changes stats: +4 Dex Changes resistances: +12% fire Changes resistances penetration: +10% arcane / +20% blight Changes damage: +24% blight / +9% fire Rings make your fingers look great! |
Salatta the gold ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +20% fire / +26% light / +3% nature Changes resistances penetration: +15% mind Changes damage: +13% light / +10% fire Reduces incoming crit damage: 10.00% Disarm immunity: +26% Pinning immunity: +25% Knockback immunity: +25% Maximum life: +26.00 Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.12 cold and 19.01 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 44 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring 'Glorylrann'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Critical mult.: +10.00% Mental save: +6 (+3 eff.) Confusion immunity: +22% Maximum stamina: +20.00 Infravision radius: +1 Rings make your fingers look great! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
marksman's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +9 Defense: +8 (+3 eff.) Changes stats: +2 Dex It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Gyldathra' =5 con=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Fatigue: -4% Damage when hit (Melee): 4 arcane Changes stats: +5 Str / +5 Con Changes resistances: +6% nature / +6% blight Maximum encumbrance: +21 Poison immunity: +10% Disease immunity: +10% Mana each turn: +0.04 Maximum mana: +40.00 Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 111% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.steel greatmaul 'Aerussra' (30-44 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.2 Uses stat: 133% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 17% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +10 blight Damage (radius 1) on hit: +4 temporal Damage (radius 2) on crit: +20 mind When wielded/worn: Changes stats: +5 Str / +4 Wil Changes damage: +6% mind Massive two-handed mauls. |
balanced stralite greatsword of massacre (64-102 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 133% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +9 (+4 eff.) Disarm immunity: +28% Massive two-handed swords. |
Hellblack (14-20 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 111% Wil 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 crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Physical crit. chance: +12.0% Defense: +6 (+3 eff.) Changes resistances: +3% fire / +9% cold Changes damage: +3% cold Critical mult.: +14.00% Disarm immunity: +25% Sharp, long, and deadly. |
slime-covered dwarven-steel longsword (24-33 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 111% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 53% Sharp, long, and deadly. |
Balehek the Gloomcrypt (20-27 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 19.5 - 27.3 Uses stat: 111% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage against: +5% Unnatural When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes stats: +2 Wil Changes resistances: +3% darkness Changes resistances penetration: +20% mind / +6% all Blunt and deadly. |
iron mace of massacre (18-25 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.0 - 25.2 Uses stat: 111% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
creative thorny mindstar of clarity (9-10 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +8.00% Mental save: +5 (+2 eff.) Maximum psi: +16.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of resolve (6-7 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 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 stats: +3 Cun / +3 Wil Talent granted: +1 Attune Mindstar Critical mult.: +11.00% Spell save: +4 (+4 eff.) Mindpower: +4 (+1 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. |
horrifying vined mindstar of life (5-6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 4 mind / 5 darkness Changes damage: +2% mind / +3% darkness Talent granted: +1 Attune Mindstar Life regen: +0.60 Maximum life: +13.00 Mindpower: +4 (+1 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. |
thorny mindstar of disruption (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +9% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Bregygrim' (5-6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +4 arcane When wielded/worn: Changes stats: +6 Cun Changes resistances: +6% temporal Changes resistances penetration: +15% temporal Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +18 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. |
LayawenRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +5 lightning When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Changes resistances: +6% cold Changes resistances penetration: +7% physical / +6% all Changes damage: +10% lightning Knockback immunity: +20% Healing mod.: +10% Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+0 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 5 power out of 6/6) : Effective talent level: 4.5 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 51.12 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (102). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
This item will automatically be transmogrified when you leave the level.Veliwyn the ash starstaff (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 arcane Changes damage: +15% light / +15% blight Talent granted: +1 Command Staff Mana each turn: +0.21 Spellpower: +17 (+0 eff.) Spell crit. chance: +6% Damage Shield penetration: +30% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 22 turns. Staves designed for wielders of magic, by the greats of the art. |
GethCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +5 Cun / +4 Wil Changes resistances: +9% mind Damage against: +15% Summoned Reduced damage from: +24% Summoned Physical save: +18 (+7 eff.) Maximum stamina: +20.00 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Zubyma the ShineoathCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Cun / +4 Wil Changes resistances: +6% darkness Changes resistances penetration: +5% light Damage against: +16% Summoned Reduced damage from: +18% Summoned A belt that goes around your waist. |
linen cloak 'Poleseda' (1 def, 0 armour) =6 dex=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) Defense: +1 (+1 eff.) Changes stats: +1 Cun / +6 Dex Changes damage: +6% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Torothad' (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: +4 Cun / +1 Dex Critical mult.: +10.00% Psi when hit: +0.08 Maximum psi: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Armundil the linen robe (15 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +15 (+6 eff.) Changes resistances: +7% all / +12% physical Changes damage: +12% physical Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+10 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
dreamer's cashmere robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +5% blight / +13% mind / +11% darkness / +11% all Physical save: +12 (+5 eff.) Spell save: +12 (+12 eff.) Mental save: +23 (+11 eff.) Life regen: +3.10 Maximum life: +59.00 Healing mod.: +16% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of frost (+7%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% cold / +7% all Changes damage: +10% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Thunderspiker' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Cun / +7 Mag Changes resistances: +9% lightning / +9% all Changes resistances penetration: +25% lightning / +10% mind Mental save: +19 (+9 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +5% blight / +9% all Life regen: +1.50 Maximum life: +49.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazeravager (5 def, 1 armour) =3 dex=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+2 eff.) Changes stats: +3 Dex Changes resistances penetration: +5% light Physical save: +6 (+3 eff.) Spell save: +9 (+9 eff.) Stamina each turn: +0.40 Maximum stamina: +14.00 Light radius: +1 A pair of boots made of leather. |
Chamodelen the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% blight / +6% fire / +6% cold / +1% physical Equilibrium when hit: +0.04 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
Flashbile the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Cun / +2 Wil Changes resistances: +3% light Changes damage: +12% light / +3% cold Physical save: +6 (+3 eff.) Spell save: +5 (+5 eff.) Mental save: +6 (+3 eff.) Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sunwing the pair of rough leather boots (0 def, 1 armour) =4 con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +5 Str / +4 Con Changes resistances: +6% mind / +3% light Changes damage: +18% mind / +6% physical Size category: +1 A pair of boots made of leather. |
Poluwen (0 def, 1 armour) =6 con=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +12 (+4 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Mag / +1 Cun / +6 Con Changes resistances penetration: +5% mind When used to modify unarmed attacks: Base power: 13.5 - 18.9 Uses stats: 44% Wil, 84% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 44% Wil, 84% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Eremigorn' (15 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Defense: +15 (+6 eff.) Fatigue: +1% Damage (Melee): 6 acid Changes stats: +1 Str Changes resistances: +6% acid Changes damage: +4% acid Physical save: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 9.0 - 12.6 Uses stats: 44% Wil, 84% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 1). Damage (radius 2) on crit: +6 acid Metal gloves protecting the hands up to the middle of the lower arm. |
restful hardened leather gloves of dexterity (+2) (0 def, 2 armour) =2 dex=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Changes stats: +2 Dex Life regen: +1.00 Stamina each turn: +0.90 Maximum stamina: +13.00 When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 44% Wil, 84% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cuthudor (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil / +4 Mag Changes resistances: +19% darkness / +6% cold Changes damage: +13% darkness Physical save: +12 (+5 eff.) Stun/Freeze immunity: +20% Life regen: +2.10 Spellpower: +4 (+0 eff.) Damage Shield Power: +11% A pointy cloth hat, very wizardly... |
Helin (0 def, 4 armour) =30 confusion=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +4 Mag / +4 Wil / +6 Cun Changes resistances: +13% mind Changes damage: +6% mind Mental save: +13 (+6 eff.) Confusion immunity: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+5 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Saledhena the iron helm (15 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+6 eff.) Fatigue: +5% Changes stats: +2 Cun / +5 Wil Changes resistances: +3% darkness / +3% cold Mental save: +12 (+6 eff.) Teleport immunity: +20% Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's rough leather cap (0 def, 1 armour) =4 dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex Changes resistances: +12% darkness Infravision radius: +2 A cap made of leather. |
iron helm 'Arynn' (10 def, 3 armour) =10 stun=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+4 eff.) Fatigue: +5% Changes resistances: +11% darkness / +6% fire / +10% light / +3% temporal Mental save: +3 (+1 eff.) Cut immunity: +20% Stun/Freeze immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindwoven linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Psi each turn: +0.12 Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
rough leather cap 'Coalquake' (0 def, 1 armour) =water breathing=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 darkness Changes resistances: +3% acid / +6% cold / +3% light / +2% physical Changes resistances penetration: +10% mind Allows you to breathe in: water Poison immunity: +10% Stun/Freeze immunity: +20% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Poluma (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% Damage when hit (Melee): 2 arcane Changes stats: +1 Wil Changes resistances penetration: +10% blight / +15% arcane Critical mult.: +15.00% Spell save: +6 (+6 eff.) Life regen: +3.40 Stamina each turn: +0.90 Mana each turn: +0.04 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 A suit of armour made of leather. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
354 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
4 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 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe (dig speed 40 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 (2/2)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 146 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. |
Oakglean [power 165] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +15% nature / +5% mind Mindpower: +10 (+3 eff.) Mental crit. chance: +6% It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 183 physical damage Activation puts all charms on cooldown for 11 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
focusing steel torque of psionic shield [power 49] (19 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 19 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind 'Belabreta' [power 1] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +3% mind / +3% light It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of stinging 'Issurion' [power 296] (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Damage when hit (Melee): 2 arcane Changes stats: +3 Str It can be used to sting an enemy dealing 329 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Gain a 19% chance to evade weapon attacks for 2 turns. * Heal for 49. Natural totems are made by powerful wilders to store nature power. |
4 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. |
10 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. |
8 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. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Servant of Yakub the Krog Mindslayer level 23
76th Dusk 122nd year of Ascendancy at 10:12 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Servant of Yakub the Krog Mindslayer level 24
20th Haze 122nd year of Ascendancy at 02:38 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Servant of Yakub the Krog Mindslayer level 22
58th Dusk 122nd year of Ascendancy at 13:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Servant of Yakub the Krog Mindslayer level 10
4th Mirth 122nd year of Ascendancy at 01:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Servant of Yakub the Krog Mindslayer level 20
50th Dusk 122nd year of Ascendancy at 07:23 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Servant of Yakub the Krog Mindslayer level 23
8th Haze 122nd year of Ascendancy at 06:45 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Servant of Yakub the Krog Mindslayer level 10
4th Mirth 122nd year of Ascendancy at 17:25 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Servant of Yakub the Krog Mindslayer level 24
19th Haze 122nd year of Ascendancy at 19:21 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Servant of Yakub the Krog Mindslayer level 21
54th Dusk 122nd year of Ascendancy at 08:41 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Servant of Yakub the Krog Mindslayer level 15
26th Dusk 122nd year of Ascendancy at 02:05 see stats
Log
Storm drake hatchling hits Servant of Yakub for (11 to psi shield), 16 physical (16 total damage).
Melee retaliation hits Storm drake hatchling for 4 darkness, 4 acid (8 total damage).
Servant of Yakub's Beyond the Flesh performs a melee critical strike against Xeruyana the storm drake hatchling!
Xeruyana the storm drake hatchling slows down.
Xeruyana the storm drake hatchling is crippled.
Servant of Yakub's Beyond the Flesh performs a melee critical strike against Storm drake hatchling!
Servant of Yakub's Beyond the Flesh performs a melee critical strike against Storm drake hatchling!
Servant of Yakub's Beyond the Flesh hits Storm drake hatchling for 17 mind, 297 physical (314 total damage).
Servant of Yakub's Beyond the Flesh hits Xeruyana the storm drake hatchling for (65 to psi shield), 194 physical, 19 lightning, 0 arcane, (2 to psi shield), 3 acid, 7 mind, (6 to psi shield), 9 physical, 7 mind, 14 mind (252 total damage).
Servant of Yakub's Beyond the Flesh hits Storm drake hatchling for 17 mind, 8 mind, 17 mind (42 total damage).
Servant of Yakub's Beyond the Flesh hits Storm drake hatchling for 17 mind, 17 mind, 294 physical (327 total damage).
Melee retaliation hits Servant of Yakub for (1 to psi shield), (1 antimagic), 0 lightning (0 total damage).
Melee retaliation hits Servant of Yakub for (0 to psi shield), (1 antimagic), 0 lightning (0 total damage).
Melee retaliation hits Servant of Yakub for (1 to psi shield), (1 antimagic), 0 lightning (0 total damage).
Servant of Yakub's Beyond the Flesh killed Storm drake hatchling!
Servant of Yakub's Beyond the Flesh killed Storm drake hatchling!
Servant of Yakub uses Infusion: Healing.
Servant of Yakub receives 210 healing from Infusion: Healing.
Servant of Yakub is confused and fails to use Telekinetic Leap.
Storm drake hatchling misses Servant of Yakub.
Melee retaliation hits Xeruyana the storm drake hatchling for 4 darkness, (1 to psi shield), 2 acid (6 total damage).
Xeruyana the storm drake hatchling's Beyond the Flesh hits Servant of Yakub for (31 to psi shield), 47 physical, (3 to psi shield), 4 physical, (7 to psi shield), 11 physical (62 total damage).
Emelythra the snow giant thunderer casts Flame.
Emelythra the snow giant thunderer's spell attains critical power!
Servant of Yakub is on fire!
Emelythra the snow giant thunderer hits Servant of Yakub for (46 antimagic), 256 arcane (256 total damage).
Xeruyana the storm drake hatchling activates his steel ring!
Greater Weapon Focus from Xeruyana the storm drake hatchling performs a melee critical strike against Servant of Yakub!
Greater Weapon Focus from Xeruyana the storm drake hatchling performs a melee critical strike against Servant of Yakub!


































































































































