Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.7.3Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.3Donators/Buyers bonus! ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Escorts Enhanced CN 1.5.10Escorts Enhanced |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Marauder |
Level / Exp | 22 / 71% |
Size | big |
Lifes / Deaths | Killed by Cyrasena the cutpurse at level 22 on the 12nd Haze 122nd year of Ascendancy at 17:41 / 1 |
Primary Stats
Strength | 53 (base 30) |
Dexterity | 56 (base 30) |
Constitution | 40 (base 27) |
Magic | 23 (base 15) |
Willpower | 24 (base 10) |
Cunning | 30 (base 23) |
Resources
Life | -64/593 |
Stamina | 12/198 |
Healing Factor | 1.2222297605397 |
Regeneration | 7.6389360033731 |
Speed
Mental | +6.6613381477509E-14% |
Attack | 0% |
Movement | +9.9999999999999% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | 71 |
Accuracy | 45 |
Crit Chance | 24% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 72 |
Accuracy | 45 |
Crit Chance | 32% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Physical | +11% |
Acid | +18% |
Nature | +18% |
Lightning | +33% |
Mind | +15% |
Arcane | +9% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Physical | +8% |
Arcane | +10% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 37 (68.594633868923%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 26 |
Mental Save | 22 |
Defense: Resistances
Acid | + 25%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 25%( 70%) |
All | + 15%( 70%) |
Lightning | + 48%( 70%) |
Physical | + 24%( 70%) |
Temporal | + 25%( 70%) |
Darkness | + 18%( 70%) |
Mind | + 18%( 70%) |
Fire | + 34%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Stun Resistance | 66% |
Confusion Resistance | 52% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 30% |
Silence Resistance | 40% |
Bleed Resistance | 100% |
Disarm Resistance | 38% |
Pinning Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 4 up to 4 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 76 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.14 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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: * You've found the needed black mamba head. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bloated horror heart. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Aeratha the pair of iron boots (0 def, 3 armour) Aeratha the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +25 (+6 eff.) Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 arcane Changes stats: +1 Str Changes resistances: +5% arcane Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +25% Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Eilinamira' alchemist's lamp 'Eilinamira'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +5 Wil Changes resistances: +3% nature / +5% arcane Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Mental save: +3 (+1 eff.) Blindness immunity: +20% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Bleaksting (1 def, 0 armour) Bleaksting (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Mag / +4 Cun / +3 Con Changes resistances: +11% physical Changes resistances penetration: +5% darkness Changes damage: +11% physical Reduces incoming crit damage: 10.00% Infravision radius: +1 A pointy cloth hat, very wizardly... |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | elm wand of shielding 'Amyzor' [power 116] (3/20 cooldown) elm wand of shielding 'Amyzor' [power 116] (3/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Silence immunity: +10% Life regen: +2.00 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring 'Nimbustitan' steel ring 'Nimbustitan'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Dex / +1 Con Changes resistances: +24% lightning / +22% fire Changes damage: +18% lightning / +11% fire Disarm immunity: +28% Pinning immunity: +28% Knockback immunity: +23% Maximum life: +20.00 Rings make your fingers look great! |
On fingers | Festerbolt FesterboltCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +8 Changes stats: +2 Dex Changes damage: +3% nature Critical mult.: +5.00% Physical save: +9 (+5 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
Around neck | wanderer's steel amulet of mastery (0.14 Technique / Bloodthirst) wanderer's steel amulet of mastery (0.14 Technique / Bloodthirst)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Cun / +4 Con Talent mastery: +0.14 Technique / Bloodthirst Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
In main hand | Demonblow (28-40 power, 4 apr) Demonblow (28-40 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 45 damage On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 17% Damage when hit (Melee): 6 darkness Changes resistances: +5% arcane / +3% darkness Changes resistances penetration: +8% physical / +10% darkness / +10% arcane Changes damage: +9% arcane Blunt and deadly. |
Around waist | Brodydur the rough leather belt Brodydur the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Changes resistances: +12% temporal Spell save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +10% Silence immunity: +10% Disarm immunity: +10% Confusion immunity: +10% Size category: +1 A belt that goes around your waist. |
In off hand | voratun dagger of massacre (46-60 power, 9 apr) voratun dagger of massacre (46-60 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 46.5 - 60.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
Cloak | Zubille the linen cloak (1 def, 6 armour) Zubille the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes resistances: +12% acid / +12% cold / +3% mind Changes resistances penetration: +5% mind Changes damage: +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (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 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 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. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 46; cd 11)healing infusion (heal 46; cd 11) 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 46 then cleanse 1 wound, poison, and disease effect. 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. healing infusion (heal 73; cd 14)healing infusion (heal 73; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. 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. blink rune of the psychic (range 4; phase 18; cd 20)blink rune of the psychic (range 4; phase 18; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the warrior (range 6; phase 21; cd 12) blink rune of the warrior (range 6; phase 21; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 215 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Prismatic Rune (6 turns; lightning, physical, light, blight) Prismatic Rune (6 turns; lightning, physical, light, blight)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 3 light, 5 blight It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. shatter afflictions rune of the psychic (absorb 54; cd 17)shatter afflictions rune of the psychic (absorb 54; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 54 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. shielding rune of the duelist (absorb 272; dur 5; cd 15)shielding rune of the duelist (absorb 272; dur 5; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 153; dur 4; cd 14) shielding rune of the psychic (absorb 153; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 153 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 55; cd 17)teleportation rune (range 55; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Furnacewither FurnacewitherCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances penetration: +25% fire Changes damage: +9% darkness / +3% fire Talent mastery: +0.12 Technique / Conditioning Amulets make your neck look great! |
Glera the copper amulet Glera the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +3 Mag Changes resistances penetration: +5% blight Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Damage Shield penetration: +30% Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Berugandil' copper amulet 'Berugandil'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Armour: +2 Changes stats: +3 Dex Changes damage: +6% physical Amulets make your neck look great! |
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 make your neck look great! |
stabilizing copper amulet of dexterity (+3) stabilizing copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +13% temporal Pinning immunity: +22% Knockback immunity: +21% Amulets make your neck look great! |
starlit copper amulet of cunning (+2) starlit copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% light / +10% darkness Blindness immunity: +21% Amulets make your neck look great! |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
stabilizing steel amulet of willpower (+3) stabilizing steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% temporal Pinning immunity: +24% Knockback immunity: +20% Amulets make your neck look great! |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
steel amulet of manastreaming steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Amulets make your neck look great! |
wanderer's steel amulet of magic (+3) wanderer's steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +2 Mag / +4 Cun / +3 Con Life regen: +1.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Icethorn IcethornInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 4 cold Changes stats: +5 Dex Changes resistances: +5% arcane / +9% nature / +6% darkness Amulets make your neck look great! |
Snowrigor SnowrigorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex / +11 Wil / +2 Cun / +2 Con Changes resistances: +9% cold Changes resistances penetration: +20% lightning Changes damage: +6% cold Amulets make your neck look great! |
Barksmash the copper ring Barksmash the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +1 Cun Changes resistances penetration: +15% nature Changes damage: +9% nature Stun/Freeze immunity: +22% Life regen: +2.00 Hate when firing a critical mind attack: +1.00 Mindpower: +15 (+7 eff.) Mental crit. chance: +1% Rings make your fingers look great! |
copper ring 'Belyzor' copper ring 'Belyzor'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Mag / +1 Wil / +3 Con Changes damage: +9% arcane Physical save: +6 (+3 eff.) Mana when firing critical spell: +2.00 Rings make your fingers look great! |
mule's copper ring of corrosion (+20%) mule's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% acid Changes damage: +10% acid Maximum encumbrance: +20 Rings make your fingers look great! |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
savior's copper ring of frost (+22%) savior's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Physical save: +7 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
Galarin the Dayvenom Galarin the DayvenomInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +9% light Changes damage: +6% acid Mental save: +4 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower: +10 (+5 eff.) Spell crit. chance: +3% Rings make your fingers look great! |
rogue's steel ring of clarity rogue's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings make your fingers look great! |
steel ring 'Tundrabone' steel ring 'Tundrabone'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 cold Changes damage: +9% cold Mental save: +9 (+4 eff.) Blindness immunity: +26% Maximum psi: +40.00 Mental crit. chance: +1% Infravision radius: +4 See stealth: +8 See invisible: +6 Rings make your fingers look great! |
gold ring 'Blindweeper' gold ring 'Blindweeper'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% acid / +3% light Changes resistances penetration: +20% light Changes damage: +9% light / +9% darkness Disarm immunity: +32% Pinning immunity: +29% Knockback immunity: +25% Maximum life: +29.00 Rings make your fingers look great! |
titan's gold ring of frost (+20%) titan's gold ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +20% cold Changes damage: +10% cold Physical save: +8 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. ash magestaff 'Porysenn' (15-18 power, 3 apr, cold element)ash magestaff 'Porysenn' (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Cun Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.27 Psi when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +20 (+10 eff.) Spell crit. chance: +3% Damage Shield penetration: +10% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal yew vilestaff of wizardry (20-24 power, 4 apr, blight element)ethereal yew vilestaff of wizardry (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Mag / +1 Wil Changes damage: +20% blight Talent granted: +1 Command Staff Maximum mana: +10.00 Spellpower: +18 (+9 eff.) Spell crit. chance: +3% Damage Shield penetration: +12% Damage Shield Power: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Gyyathra (18-28 power, 1 apr)Gyyathra (18-28 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (radius 1) on hit: +10 fire When wielded/worn: Changes resistances penetration: +25% arcane Physical save: +3 (+2 eff.) Pinning immunity: +20% Spellpower: +10 (+5 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Torelalin the iron greatsword (16-26 power, 1 apr)Torelalin the iron greatsword (16-26 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +10 nature When wielded/worn: Changes resistances: +3% physical Reduces incoming crit damage: 10.00% Confusion immunity: +20% Knockback immunity: +20% Only die when reaching: -60.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Shiverstone' (21-29 power, 4 apr)dwarven-steel waraxe 'Shiverstone' (21-29 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 45 fire damage (1/turn) Damage (Melee): +8 temporal When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes resistances: +3% mind / +9% temporal Changes resistances penetration: +15% cold / +16% fire Changes damage: +3% mind / +13% fire Critical mult.: +14.00% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Murkseam the iron dagger (11-14 power, 5 apr)Murkseam the iron dagger (11-14 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 physical Damage (radius 1) on hit: +20 darkness When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +6 Changes resistances: +12% fire Changes resistances penetration: +10% darkness / +6% physical Physical save: +15 (+7 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling steel dagger of evisceration (10-13 power, 6 apr)chilling steel dagger of evisceration (10-13 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 cold When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Sharp, short and deadly. |
Dagger of the Past (25-32 power, 20 apr) Dagger of the Past (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+5 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
This item will automatically be transmogrified when you leave the level. mighty ash longbowmighty ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Str Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. flaming quiver of elm arrows of accuracy (12/12, 16-22 power, 5 apr)flaming quiver of elm arrows of accuracy (12/12, 16-22 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.0 - 22.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 12 Damage (radius 1) on hit: +8 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed quiver of yew arrows (21/21, 40-56 power, 10 apr)barbed quiver of yew arrows (21/21, 40-56 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 40.0 - 56.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +13.0% Capacity: 21 On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed pouch of steel shots (16/16, 24-29 power, 2 apr)barbed pouch of steel shots (16/16, 24-29 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 24.5 - 29.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 16 On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. verdant woollen robe of life (0 def, 0 armour)verdant woollen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +8% blight / +9% all Changes damage: +7% nature Poison immunity: +26% Disease immunity: +21% Life regen: +2.00 Maximum life: +46.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nightarc (10 def, 7 armour) Nightarc (10 def, 7 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Fatigue: +7% Changes stats: +3 Dex Changes resistances: +7% acid / +6% physical / +3% darkness / +6% cold / +9% nature Changes resistances penetration: +15% darkness Allows you to breathe in: water Physical save: +10 (+5 eff.) Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of lightning resistance (9 def, 6 armour)hardened leather armour of lightning resistance (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +15% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Winterbliss the steel mail armour (12 def, 6 armour)Winterbliss the steel mail armour (12 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +6 Defense: +12 (+4 eff.) Fatigue: +12% Changes resistances: +17% lightning Changes resistances penetration: +10% cold Stamina each turn: +3.00 Infravision radius: +2 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of acid resistance (2 def, 13 armour)impenetrable steel mail armour of acid resistance (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +17% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating steel mail armour of cold resistance (2 def, 6 armour)rejuvenating steel mail armour of cold resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +15% cold Life regen: +3.30 Stamina each turn: +1.00 A suit of armour made of mail. |
hardened leather belt 'Urydrasin' hardened leather belt 'Urydrasin'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage when hit (Melee): 4 mind Changes stats: +1 Dex Changes resistances: +12% acid / +3% temporal / +12% blight Maximum life: +40.00 A belt that goes around your waist. |
linen cloak of the guardian (7 def, 3 armour) linen cloak of the guardian (7 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +3 Defense: +7 (+2 eff.) Physical save: +12 (+6 eff.) Spell save: +11 (+5 eff.) Mental save: +11 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of dwarven-steel boots 'Sparkire' (0 def, 4 armour) pair of dwarven-steel boots 'Sparkire' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +3 Str / +2 Wil / +5 Cun Changes damage: +6% lightning / +9% cold Reduces incoming crit damage: 15.00% Stamina each turn: +0.40 Maximum life: +36.00 See invisible: +6 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 40% Dex, 40% Cun, 20% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Thundertouch the hardened leather gloves (0 def, 2 armour) Thundertouch the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Damage (Melee): 7 light / 7 blight Changes resistances: +7% light / +9% blight Changes damage: +12% blight / +4% light / +9% lightning Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Searing Light (20% chance level 3). Damage (radius 2) on crit: +7 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Brodisazor' (0 def, 2 armour) hardened leather gloves 'Brodisazor' (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane / 5 temporal Damage (Ranged): 7 temporal Damage when hit (Melee): 2 arcane Changes stats: +5 Mag / +4 Wil Changes resistances: +9% arcane / +7% temporal Changes resistances penetration: +10% arcane Changes damage: +5% arcane / +6% temporal Life regen: +3.00 Stamina each turn: +0.90 Maximum stamina: +19.00 Spellpower: +7 (+4 eff.) When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +6 arcane 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. storm hardened leather gloves of regeneration (0 def, 2 armour)storm hardened leather gloves of regeneration (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 lightning Changes resistances: +5% lightning Changes damage: +6% lightning Life regen: +1.50 Stamina each turn: +0.50 Psi each turn: +0.17 When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). Damage (radius 2) on crit: +8 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Frigidstrike the dwarven-steel gauntlets (0 def, 2 armour) Frigidstrike the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 9 lightning Damage when hit (Melee): 4 cold Changes resistances: +7% lightning / +12% cold Changes damage: +5% lightning Physical save: +8 (+4 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Life regen: +1.00 Stamina each turn: +1.00 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 17.0 - 23.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +7 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Lisivea the dwarven-steel gauntlets (0 def, 2 armour) Lisivea the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +2 Dex Changes resistances: +6% fire / +20% light / +12% cold Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +16.00 When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Arilrarin (27 def, 0 armour) Arilrarin (27 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +27 (+9 eff.) Changes resistances: +18% fire Changes damage: +12% fire Critical mult.: +15.00% Physical save: +9 (+5 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Xanuth (2 def, 4 armour) Xanuth (2 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes resistances: +9% acid / +6% blight / +8% fire / +22% cold / +12% lightning Maximum life: +80.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. agateagate 0.00 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. |
This item will automatically be transmogrified when you leave the level. aquamarineaquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
brass lantern 'Dawnclamor' brass lantern 'Dawnclamor'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Con Reduces incoming crit damage: 5.00% Mindpower: +10 (+5 eff.) Mental crit. chance: +1% Light radius: +9 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. |
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: +5 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. |
This item will automatically be transmogrified when you leave the level. Cutherain the iron pickaxe (dig speed 30 turns)Cutherain the iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +5 Cun Changes resistances: +6% acid Changes resistances penetration: +10% acid Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Hate when firing a critical mind attack: +5.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) 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. |
This item will automatically be transmogrified when you leave the level. iron pickaxe of endurance (dig speed 38 turns)iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Lustrewaker' (dig speed 25 turns) dwarven-steel pickaxe 'Lustrewaker' (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 46% Damage when hit (Melee): 4 light / 8 nature Changes stats: +2 Str / +3 Cun Changes resistances: +3% light Reduces incoming crit damage: 15.00% Light radius: +3 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Daimirin the dwarven-steel torque of mindblast [power 215] (3/15 cooldown) Daimirin the dwarven-steel torque of mindblast [power 215] (3/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +12% temporal Physical save: +9 (+5 eff.) Maximum life: +40.00 It can be used to blast the opponent's mind dealing 247 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Eilinadhera [power 236] (3/15 cooldown) Eilinadhera [power 236] (3/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +6% temporal / +5% arcane Silence immunity: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 236 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 18% for 2 turns. * Reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. soothing ash wand of shielding [power 176] (3/20 cooldown)soothing ash wand of shielding [power 176] (3/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 41. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Harohor the Skeleton Marauder level 10
3rd Summertide 122nd year of Ascendancy at 01:02 see stats
By Harohor the Skeleton Marauder level 21
10th Haze 122nd year of Ascendancy at 16:03 see stats
By Harohor the Skeleton Marauder level 10
3rd Summertide 122nd year of Ascendancy at 01:00 see stats
By Harohor the Skeleton Marauder level 20
63rd Dusk 122nd year of Ascendancy at 22:48 see stats
By Harohor the Skeleton Marauder level 9
7th Mirth 122nd year of Ascendancy at 10:12 see stats
By Harohor the Skeleton Marauder level 5
1st Mirth 122nd year of Ascendancy at 17:31 see stats
By Harohor the Skeleton Marauder level 21
12nd Haze 122nd year of Ascendancy at 01:30 see stats
By Harohor the Skeleton Marauder level 16
48th Dusk 122nd year of Ascendancy at 03:04 see stats
Log
Islareta the assassin stops surging mana.
Talent Rune: Blink is ready to use.
Talent Feint is ready to use.
Harohor is no longer evading attacks.
Harohor slows down.
Harohor has regained its confidence.
Harohor casts Rune: Blink.
Harohor is out of phase.
Islareta the assassin casts Manathrust.
Harohor is free from the illness.
Talent Vitality is ready to use.
Islareta the assassin hits Harohor for 112 arcane damage.
Talent Rune: Stormshield is ready to use.
Cyrasena the cutpurse's morale has been lowered.
Harohor is no longer out of phase.
Cyrasena the cutpurse slows down.
Cyrasena the cutpurse slows down.
Melee retaliation hits Cyrasena the cutpurse for 5 darkness, 3 nature, 1 arcane, 19 nature (28 total damage).
Cyrasena the cutpurse hits Harohor for (24 parried) damage.
Cyrasena the cutpurse casts Soul Rot.
Overkill hits Large brown snake for 14 blight damage.
Cyrasena the cutpurse's Soul Rot hits Harohor for 147 blight damage.
Harohor the level 22 skeleton marauder was tainted to death by Cyrasena the cutpurse on level 4 of The Maze.