Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Glutton 1.0.4 Everything is Unique! - Dancing on Needles Edition 1.0.4 Items Vault 1.0.3 Starting prodigy 1.0.4 Infinite500: Revised high level play for ToME v1.10c 1.0.4 No Locked Categories 1.0.1 Rare item Egos update 1.0.4 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Yeek |
Class | Glutton |
Level / Exp | 12 / 67% |
Size | small |
Lifes / Deaths | Killed by elven corruptor at level 12 on the 38th Dusk 122nd year of Ascendancy at 12:19 / 1 |
Primary Stats
Strength | 10.863318847173 (base 14) |
Dexterity | 10 (base 10) |
Constitution | 42 (base 37) |
Magic | 14 (base 10) |
Willpower | 45 (base 20) |
Cunning | 15 (base 10) |
Resources
Life | -67/578 |
Equilibrium | 41 |
Stamina | 220/220 |
Psi | 105/105 |
Healing Factor | 0.78801399891892 |
Regeneration | 3.79126165847 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 5 |
See Invisible | 16 |
Offense: Mainhand
Damage | 12 |
Accuracy | 18 |
Crit Chance | 3% |
APR | 8 |
Speed | 0.90 |
Offense: Offhand
Damage | 8 |
Accuracy | 36 |
Crit Chance | 2% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27.15 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 35.4 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Fire | +5% |
Nature | +6% |
Blight | +4% |
Physical | +4% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Nature | +10% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 15.8 |
Ranged Defense | 18.8 |
Fatigue | 2 |
Physical Save | 30.551080798255 |
Spell Save | 28.125 |
Mental Save | 27.8 |
Defense: Resistances
Darkness | + 39%( 86%) |
Light | + 26%( 70%) |
Nature | + 26%( 70%) |
Fire | + 26%( 70%) |
Physical | + 22%( 75%) |
Cold | + 48%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 65% |
Fear Resistance | 30% |
Knockback Resistance | 70% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 19). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 38) for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
Gluttony / Pica | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Gluttony / Digestion | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Gluttony / Famine | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Gluttony / Feast | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Kinetic Shield |
talent | Beyond the Flesh |
beneficial effect | An aura of death surrounds you. Level 3 Curse of Corpses 3Penalty: Fear of Death: -6% resistance against damage from the undead. Level 1: Power over Death: +8% damage against the undead. Level 2: -2 Luck, +3 Strength, +3 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | The target is infected by a disease, reducing its strength by 10 and doing 20.45 blight damage per turn. Weakness Disease |
beneficial effect | The target is recovering 4 life each turn and its healing modifier has been increased by 9%. Recovery |
beneficial effect | Horrible visions fill your mind. Level 4 Curse of Nightmares 4: 2%Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 21% when tested. Level 1: Removed from Reality: +5 Physical Resistance, +5 Maximum Physical Resistance Level 2: -3 Luck, +7 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 13 air and an additional 5 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 2% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Level 4, Cursed Aura Curse of Shrouds 4Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Level 1: Nightwalker: +16 Darkness Resistance, +16% Max Darkness Resistance, +10 See Invisible Level 2: -3 Luck, +7 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 |
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 failed to protect the injured seer from death by red jelly. Escort: injured seer (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bear paw. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
Psionic focus | The River's Fury (23-32.2 power, 8 apr) (Shrouds) The River's Fury (23-32.2 power, 8 apr) (Shrouds)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). Curse of Shrouds It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 8.47 cold damage and 8.00 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly here the roar of a rushing river. |
Around waist | Mighty Girdle (Corpses) Mighty Girdle (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Corpses 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. |
On feet | traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) (Corpses) traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +3 Fatigue: -4% Maximum encumbrance: +20 Curse of Corpses A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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 | linen wizard hat of willpower (+3) (1 def, 0 armour) (Nightmares) linen wizard hat of willpower (+3) (1 def, 0 armour) (Nightmares)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Wil Curse of Nightmares A pointy cloth hat, very wizardly... |
On hands | Flamewrought (0 def, 2 armour) (Corpses) Flamewrought (0 def, 2 armour) (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Curse of Corpses It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 38.95 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +21% See stealth: +5 See invisible: +6 Rings can have magical properties. |
Around neck | copper amulet of willpower (+3) copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
Main armor | prismatic rough leather armour of cold resistance (1 def, 2 armour) (Nightmares) prismatic rough leather armour of cold resistance (1 def, 2 armour) (Nightmares)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +16% cold / +10% darkness / +10% light Curse of Nightmares A suit of armour made of leather. |
Swallowed Gems | agate 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 Gems can be sold for money or used in arcane rituals. |
In off hand | gifted mossy mindstar of balance (2-2.2 power, 12 apr, nature damage) (Nightmares) gifted mossy mindstar of balance (2-2.2 power, 12 apr, nature damage) (Nightmares)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +2 Spell save: +3 Mental save: +2 Equilibrium when hit: +0.50 Mindpower: +4 Mental crit. chance: +1% Curse of Nightmares 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. |
Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) (Shrouds) thick linen cloak of Iron Throne (1 def, 6 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +2 Str / +2 Con Changes resistances: +11% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | Zerondur the Squalornaught (17.5-24.5 power, 3 apr) (Nightmares) Zerondur the Squalornaught (17.5-24.5 power, 3 apr) (Nightmares)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 90% Damage when this weapon hits: +6 mind / +4 arcane When wielded/worn: Accuracy: +7 Changes stats: +1 Dex Changes resistances penetration: +10% nature Curse of Nightmares It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. One-handed war axes. |
Inventory
healing infusion of the psychic (heal 162) healing infusion of the psychic (heal 162)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 162 life. 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 ability. |
regeneration infusion (heal 60 over 5 turns) regeneration infusion (heal 60 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 218 over 5 turns) regeneration infusion of the psychic (heal 218 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 218 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 ability. |
wild infusion of the titan (resist 15%; cure magical) wild infusion of the titan (resist 15%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 15% for 5 turns. Its effects scale with your Constitution 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 ability. |
teleportation rune of the psychic (range 66) teleportation rune of the psychic (range 66)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 66 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Bethovea the steel amulet Bethovea the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Fatigue: -8% Changes stats: +2 Dex Changes resistances: +12% cold / +13% fire Life regen: +0.80 Amulets can have magical properties. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +22% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. copper ringcopper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring of arcana(+0.10/turn) copper ring of arcana(+0.10/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +22% Mana each turn: +0.10 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. savior's copper ring of corrosion (+22%)savior's copper ring of corrosion (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Physical save: +6 Spell save: +6 Mental save: +5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. arcing iron battleaxe of crippling (10-15 power, 1 apr) (Nightmares)arcing iron battleaxe of crippling (10-15 power, 1 apr) (Nightmares) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 10.0 - 15.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Special effect when this weapon crits: cripple the target Damage when this weapon hits: +8 lightning When wielded/worn: Physical crit. chance: +8.0% Curse of Nightmares Massive two-handed battleaxes. |
flaming iron dagger of phasing (4-5.2 power, 9 apr) (Shrouds) flaming iron dagger of phasing (4-5.2 power, 9 apr) (Shrouds)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.0 - 5.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +8% Burst (radius 1) on hit: +4 fire Curse of Shrouds Sharp, short and deadly. |
thought-forged steel dagger (11-14.3 power, 6 apr) (Shrouds) thought-forged steel dagger (11-14.3 power, 6 apr) (Shrouds)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +6 mind Damage conversion: 20% mind When wielded/worn: Changes stats: +1 Wil Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic iron greatsword (9.5-15.2 power, 1 apr) (Nightmares)acidic iron greatsword (9.5-15.2 power, 1 apr) (Nightmares) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 9.5 - 15.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +8 acid Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. hateful iron greatsword of massacre (14.5-23.2 power, 1 apr) (Madness)hateful iron greatsword of massacre (14.5-23.2 power, 1 apr) (Madness) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +8 darkness Damage against: +8% Humanoid Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. huntsman's iron greatsword (12-19.2 power, 1 apr) (Misfortune)huntsman's iron greatsword (12-19.2 power, 1 apr) (Misfortune) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 12.0 - 19.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +6 nature Damage against: +6% Animal Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. ash longbow (Nightmares)ash longbow (Nightmares) Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +7 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Torileg the steel mace (13-18.2 power, 3 apr) (Corpses) Torileg the steel mace (13-18.2 power, 3 apr) (Corpses)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +6 Physical crit. chance: +11.0% Defense: +5 Changes stats: +1 Con Damage when the wearer is hit: 8 mind Psi each turn: +0.10 Curse of Corpses Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel mace of phasing (15.5-21.7 power, 9 apr) (Misfortune)flaming steel mace of phasing (15.5-21.7 power, 9 apr) (Misfortune) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +15% Burst (radius 1) on hit: +5 fire Curse of Misfortune Blunt and deadly. |
huntsman's iron mace of crippling (8-11.2 power, 2 apr) (Misfortune) huntsman's iron mace of crippling (8-11.2 power, 2 apr) (Misfortune)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 8.0 - 11.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +5 nature Damage against: +5% Animal When wielded/worn: Physical crit. chance: +6.0% Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. huntsman's steel mace of massacre (20-28 power, 3 apr) (Corpses)huntsman's steel mace of massacre (20-28 power, 3 apr) (Corpses) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +6 nature Damage against: +5% Animal Curse of Corpses Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. iron mace of erosion (7-9.8 power, 2 apr) (Madness)iron mace of erosion (7-9.8 power, 2 apr) (Madness) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +5 nature / +7 temporal Curse of Madness Blunt and deadly. |
blooming vined mindstar of slime (5.5-6.05 power, 18 apr, mind damage) (Corpses) blooming vined mindstar of slime (5.5-6.05 power, 18 apr, mind damage) (Corpses)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 2 slime Changes damage: +3% nature Mindpower: +2 Mental crit. chance: +2% Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +7 Curse of Corpses 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. |
gifted mossy mindstar of balance (2-2.2 power, 12 apr, mind damage) (Nightmares) gifted mossy mindstar of balance (2-2.2 power, 12 apr, mind damage) (Nightmares)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +3 Spell save: +2 Mental save: +3 Equilibrium when hit: +0.60 Mindpower: +3 Mental crit. chance: +1% Curse of Nightmares 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. nature's vined mindstar of slime (5.5-6.05 power, 18 apr, mind damage) (Misfortune)nature's vined mindstar of slime (5.5-6.05 power, 18 apr, mind damage) (Misfortune) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 2 slime Changes resistances: +2% blight Changes damage: +5% nature Disease immunity: +10% Mindpower: +2 Mental crit. chance: +2% Curse of Misfortune 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. |
Runaneg the cured leather sling (Madness) Runaneg the cured leather sling (Madness)Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Attack speed: 80% Firing range: +7 When wielded/worn: Physical power: +12 Changes stats: +1 Str Changes resistances penetration: +18% physical Changes damage: +26% physical Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steady rough leather sling (Shrouds)steady rough leather sling (Shrouds) Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Attack speed: 80% Firing range: +6 When wielded/worn: Accuracy: +6 Talent cooldown: Steady Shot (-1 turn) Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
ash magestaff 'Lisywen' (15-18 power, 3 apr, arcane damage) (Madness) ash magestaff 'Lisywen' (15-18 power, 3 apr, arcane damage) (Madness)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: 100% Mag Damage type: Arcane Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 2 blight Maximum wards: +2 arcane Changes damage: +15% arcane Talents granted: +1 Command Staff +2 Ward Mana each turn: +0.08 Maximum mana: +31.00 Spellpower: +10 Spell crit. chance: +2% Curse of Madness It can be used to projects a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elm magestaff of illumination (10-12 power, 2 apr, arcane damage) (Shrouds)cruel elm magestaff of illumination (10-12 power, 2 apr, arcane damage) (Shrouds) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 Spell crit. chance: +1% Light radius: +1 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 45.15 light damage. 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 vilestaff of might (17-20.4 power, 3 apr, acid damage) (Nightmares)potent ash vilestaff of might (17-20.4 power, 3 apr, acid damage) (Nightmares) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 100% Mag Damage type: Acid Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% acid Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +4% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elm vilestaff (12-14.4 power, 2 apr, darkness damage) (Misfortune)potent elm vilestaff (12-14.4 power, 2 apr, darkness damage) (Misfortune) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 12.0 - 14.4 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +12% darkness Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
balanced coral trident of crippling (9.5-15.2 power, 6 apr) (Madness) balanced coral trident of crippling (9.5-15.2 power, 6 apr) (Madness)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 9.5 - 15.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +6 Physical crit. chance: +6.0% Defense: +6 Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
coral trident of crippling (8-12.8 power, 6 apr) (Madness) coral trident of crippling (8-12.8 power, 6 apr) (Madness)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 8.0 - 12.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +8.0% Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
coral trident of purging (9.5-15.2 power, 6 apr) (Shrouds) coral trident of purging (9.5-15.2 power, 6 apr) (Shrouds)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 9.5 - 15.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +8 nature Curse of Shrouds A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming coral trident (8-12.8 power, 6 apr) (Misfortune) flaming coral trident (8-12.8 power, 6 apr) (Misfortune)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 8.0 - 12.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +8 fire Curse of Misfortune A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming coral trident of massacre (13-20.8 power, 6 apr) (Nightmares) flaming coral trident of massacre (13-20.8 power, 6 apr) (Nightmares)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +8 fire Curse of Nightmares A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
hateful coral trident (8.5-13.6 power, 6 apr) (Madness) hateful coral trident (8.5-13.6 power, 6 apr) (Madness)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 8.5 - 13.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +8 darkness Damage against: +8% Humanoid Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Abyssvenom the steel waraxe (11.5-16.1 power, 3 apr) (Nightmares) Abyssvenom the steel waraxe (11.5-16.1 power, 3 apr) (Nightmares)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 31% nature When wielded/worn: Accuracy: +7 Armour penetration: +7 Physical crit. chance: +6.0% Defense: +6 Damage when the wearer hits(melee): 4 fire Changes resistances: +2% all Changes resistances penetration: +5% nature Changes damage: +3% fire Critical mult.: +11.00% Curse of Nightmares One-handed war axes. |
acidic iron waraxe of projection (7-9.8 power, 2 apr) (Madness) acidic iron waraxe of projection (7-9.8 power, 2 apr) (Madness)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +5 mind / +5 acid Curse of Madness It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. One-handed war axes. |
iron waraxe (6.5-9.1 power, 2 apr) (Misfortune) iron waraxe (6.5-9.1 power, 2 apr) (Misfortune)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 6.5 - 9.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Curse of Misfortune One-handed war axes. |
iron waraxe (5.5-7.7 power, 2 apr) (Misfortune) iron waraxe (5.5-7.7 power, 2 apr) (Misfortune)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 5.5 - 7.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Curse of Misfortune One-handed war axes. |
iron waraxe of erosion (7-9.8 power, 2 apr) (Shrouds) iron waraxe of erosion (7-9.8 power, 2 apr) (Shrouds)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +6 nature / +5 temporal Curse of Shrouds One-handed war axes. |
clarifying rough leather belt of the mind (Madness) clarifying rough leather belt of the mind (Madness)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 Mindpower: +2 Curse of Madness A belt that goes around your waist. |
clarifying rough leather belt of the titan (Nightmares) clarifying rough leather belt of the titan (Nightmares)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 Mental save: +7 Curse of Nightmares A belt that goes around your waist. |
enveloping linen cloak of clarity (6 def, 0 armour) (Misfortune) enveloping linen cloak of clarity (6 def, 0 armour) (Misfortune)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Mental save: +6 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) (Shrouds) linen cloak of Iron Throne (1 def, 0 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +1 Con Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of conjuring (1 def, 0 armour) (Madness) linen cloak of conjuring (1 def, 0 armour) (Madness)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Maximum mana: +22.00 Spellpower: +4 Spell crit. chance: +3% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Eldoral (1 def, 5 armour) (Madness) thick linen cloak of Eldoral (1 def, 5 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes stats: +2 Cun / +1 Dex Changes resistances: +10% cold Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Smearkiller (0 def, 0 armour) (Nightmares) Smearkiller (0 def, 0 armour) (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 2 nature Changes resistances: +6% blight Changes damage: +9% acid Physical save: +16 Life regen: +0.60 Maximum life: +40.00 Mindpower: +2 Mental crit. chance: +2% Healing mod.: +10% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. linen robe (0 def, 0 armour) (Misfortune)linen robe (0 def, 0 armour) (Misfortune) 2.00 Encumbrance. Type: armor / cloth ; tier 1 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of frost (+16%) (0 def, 0 armour) (Madness) linen robe of frost (+16%) (0 def, 0 armour) (Madness)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% cold Changes damage: +11% cold Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe (0 def, 0 armour) (Shrouds)mindwoven linen robe (0 def, 0 armour) (Shrouds) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mindpower: +2 Mental crit. chance: +3% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe (0 def, 0 armour) (Shrouds)mindwoven linen robe (0 def, 0 armour) (Shrouds) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mindpower: +2 Mental crit. chance: +2% Curse of Shrouds 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 of darkness (+15%) (0 def, 0 armour) (Misfortune)spellwoven linen robe of darkness (+15%) (0 def, 0 armour) (Misfortune) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% darkness Changes damage: +10% darkness Spellpower: +3 Spell crit. chance: +2% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of iron boots (0 def, 3 armour) (Shrouds) grounding pair of iron boots (0 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +7% lightning / +5% temporal Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots of uncanny dodging (2 def, 1 armour) (Shrouds)pair of rough leather boots of uncanny dodging (2 def, 1 armour) (Shrouds) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +3 Fatigue: +1% Curse of Shrouds A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots of uncanny dodging (3 def, 1 armour) (Madness)pair of rough leather boots of uncanny dodging (3 def, 1 armour) (Madness) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% Curse of Madness A pair of boots made of leather. |
blighted iron gauntlets of magic (+2) (0 def, 1 armour) (Misfortune) blighted iron gauntlets of magic (+2) (0 def, 1 armour) (Misfortune)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Damage when the wearer hits(melee): 5 blight Changes resistances: +5% blight Changes damage: +4% arcane / +3% blight Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. storm rough leather gloves of dexterity (+2) (0 def, 1 armour) (Corpses)storm rough leather gloves of dexterity (+2) (0 def, 1 armour) (Corpses) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 5 lightning Changes resistances: +5% lightning Changes damage: +4% lightning Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. miner's iron helm (0 def, 5 armour) (Madness)miner's iron helm (0 def, 5 armour) (Madness) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Infravision radius: +2 Curse of Madness 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. stabilizing iron helm of constitution (+2) (0 def, 3 armour) (Madness)stabilizing iron helm of constitution (+2) (0 def, 3 armour) (Madness) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Physical save: +6 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing rough leather cap of strength (+2) (0 def, 1 armour) (Corpses) stabilizing rough leather cap of strength (+2) (0 def, 1 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Physical save: +6 Curse of Corpses A cap made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of cold resistance (2 def, 4 armour) (Madness)spiked cured leather armour of cold resistance (2 def, 4 armour) (Madness) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer is hit: 10 physical Changes resistances: +17% cold Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour (1 def, 2 armour) (Nightmares)spiked rough leather armour (1 def, 2 armour) (Nightmares) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when the wearer is hit: 11 physical Curse of Nightmares A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block) (Nightmares) Coral Spray (8 def, 8 armour, 48 block) (Nightmares)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Curse of Nightmares A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level. iron shield of acid resistance (+16%) (4 def, 2 armour, 20 block) (Madness)iron shield of acid resistance (+16%) (4 def, 2 armour, 20 block) (Madness) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +16% acid Talent granted: +1 Block Curse of Madness Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. iron shield of lightning resistance (+15%) (4 def, 2 armour, 21.5 block) (Misfortune)iron shield of lightning resistance (+15%) (4 def, 2 armour, 21.5 block) (Misfortune) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +15% lightning Talent granted: +1 Block Curse of Misfortune Handheld deflection devices |
4 agate 4 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 Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
opal 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 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 38 turns) miner's iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Infravision radius: +2 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
bright brass lantern of revealing bright brass lantern of revealingCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. arcing pouch of steel shots of crippling (17/17, 19.5-23.4 power, 2 apr)arcing pouch of steel shots of crippling (17/17, 19.5-23.4 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +2 Physical crit. chance: +9.5% Capacity: 17 Special effect when this weapon hits: 25% chance for lightning to arc to a second target Special effect when this weapon crits: cripple the target Damage when this weapon hits(ranged): +6 lightning Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. flaming pouch of steel shots of accuracy (22/22, 20-24 power, 2 apr)flaming pouch of steel shots of accuracy (22/22, 20-24 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy: +6 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 22 Burst (radius 1) on hit: +6 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots of crippling (17/17, 10.5-12.6 power, 1 apr)pouch of iron shots of crippling (17/17, 10.5-12.6 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 10.5 - 12.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +1 Physical crit. chance: +9.0% Capacity: 17 Special effect when this weapon crits: cripple the target Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. slimey pouch of steel shots of accuracy (23/23, 21.5-25.8 power, 2 apr)slimey pouch of steel shots of accuracy (23/23, 21.5-25.8 power, 2 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy: +8 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 23 Damage when this weapon hits(ranged): +5 slime Shots are used with slings to pummel your foes to death. |
supercharged steel torque of thermal psionic shield [power 65] (30 cooldown) supercharged steel torque of thermal psionic shield [power 65] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire and cold damage by 65 for 6 turns, placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Rharion the ash totem of cure poisons [power 1] (14 cooldown) Rharion the ash totem of cure poisons [power 1] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +2 Physical save: +3 It can be used to removes up to 1 poisons from the target, placing all other charms into a 14 cooldown. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure poisons [power 2] (20 cooldown) ash totem of cure poisons [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of thorny skin [power 11] (13 cooldown) quick elm totem of thorny skin [power 11] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 11 and armour hardiness by 30%, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. supercharged elm wand of conjuration [power 127] (9 cooldown)supercharged elm wand of conjuration [power 127] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 64-127), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Achievements
By Kai the Yeek Glutton level 9
2nd Flare 122nd year of Ascendancy at 04:42 see stats
By Kai the Yeek Glutton level 10
24th Dusk 122nd year of Ascendancy at 05:43 see stats
By Kai the Yeek Glutton level 10
24th Dusk 122nd year of Ascendancy at 05:58 see stats
Log
Kai picks up ( .): flaming pouch of steel shots of accuracy (22/22, 20-24 power, 2 apr).
Talent Infusion: Regeneration is ready to use.
Kai picks up ( .): opal.
Kai misses elven corruptor.
Elven corruptor casts Drain.
Kai is recovering from the damage!
Elven corruptor hits Kai for 105 blight damage.
Kai picks up (j.): savior's copper ring of corrosion (+22%).
Kai hits elven corruptor for 0 physical, 0 cold damage (total 0.00).
Elven corruptor casts Soul Rot.
Elven corruptor hits Kai for 127 blight damage.
Kai salivates upon elven corruptor.
Elven corruptor is dazed!
Elven corruptor is not dazed anymore.
Kai hits elven corruptor for 45 physical, 17 cold damage (total 61.22).
Elven corruptor casts Blood Spray.
Kai is afflicted by a weakness disease!
Elven corruptor hits Kai for 103 blight damage.
Talent Charge Leech is ready to use.
Elven corruptor hits Kai for 17 blight damage.
Elven corruptor casts Blood Grasp.
Saving done.
Saving done.
Saving game...