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 | Demonologist |
Level / Exp | 21 / 36% |
Size | medium |
Lifes / Deaths | Killed by Mayasethra the fire drake hatchling at level 21 on the 2nd Haze 122nd year of Ascendancy at 01:15 / 1 |
Primary Stats
Strength | 50 (base 28) |
Dexterity | 36 (base 10) |
Constitution | 30 (base 30) |
Magic | 52 (base 44) |
Willpower | 15 (base 10) |
Cunning | 23 (base 10) |
Resources
Life | -17/618 |
Stamina | 112/172 |
Vim | 73/207 |
Healing Factor | 1.2592147729953 |
Regeneration | 4.8479768760319 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 1 |
Offense: Mainhand
Damage | 58 |
Accuracy | 48 |
Crit Chance | 15% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 43 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +31% |
Blight | +17% |
Arcane | +12% |
Cold | +26% |
All | 0% |
Lightning | +11% |
Light | +27% |
Physical | +17% |
Darkness | +12% |
Fire | +14% |
Mind | +37% |
Offense: Damage Penetration
Acid | +10% |
Blight | +10% |
Arcane | +15% |
Mind | +20% |
Lightning | +15% |
Physical | +10% |
Cold | +31% |
Fire | +20% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 49.521305378697 (73.607947236566%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 20 |
Physical Save | 27 |
Spell Save | 21 |
Mental Save | 28 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 14%( 70%) |
Physical | + 4%( 70%) |
Cold | + 12%( 70%) |
All | + 3%( 70%) |
Lightning | + 14%( 70%) |
Light | + 19%( 70%) |
Temporal | + 15%( 70%) |
Darkness | + 28%( 70%) |
Fire | + 21%( 70%) |
Mind | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 49% |
Bleed Resistance | 100% |
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 360 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 88 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a cone dealing 202.26 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
Corruption / Demonic pact | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Corruption / Spellblaze | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Infernal combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Corruption / Black-magic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by Isilelle the black bear. Escort: repented thief (level 2 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 hummerhorn wing. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' 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 orc heart. * You've found the needed warg claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 xorn fragment. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed length of troll intestine. | 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 within3 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 | pair of iron boots 'Eilinuba' (5 def, 9 armour) pair of iron boots 'Eilinuba' (5 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +2% Disarm immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +10% Infravision radius: +1 Healing mod.: +10% 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 'Morbuswaker' alchemist's lamp 'Morbuswaker'Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +3 Wil / +5 Mag Changes resistances penetration: +20% nature Changes damage: +7% mind / +3% lightning Spellpower: +9 (+3 eff.) Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | iron helm 'Winterarc' (0 def, 3 armour) iron helm 'Winterarc' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes resistances: +5% lightning / +6% temporal / +6% mind Changes resistances penetration: +20% cold Changes damage: +9% mind / +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Heatgore (0 def, 2 armour) Heatgore (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: +6 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 15 acid Changes resistances: +14% acid / +9% cold Changes resistances penetration: +20% fire Changes damage: +9% acid / +3% cold Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +29% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 40% Dex, 40% Str, 40% Cun 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: Corrosive Breath (20% chance level 3). Damage (radius 2) on crit: +15 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Lelotir the iron torque of mindblast [power 105] (15 cooldown) Lelotir the iron torque of mindblast [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +6 Changes resistances: +3% light / +1% physical Critical mult.: +5.00% It can be used to blast the opponent's mind dealing 144 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Skyrot' copper ring 'Skyrot' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes stats: +2 Cun Changes damage: +3% lightning Mental save: +5 (+3 eff.) Confusion immunity: +20% Vim when hit: +2.00 Rings make your fingers look great! |
On fingers | Torchsorrow the copper ring Torchsorrow the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes stats: +5 Cun / +5 Dex Changes resistances: +6% fire Changes resistances penetration: +5% mind / +5% lightning Changes damage: +6% mind / +9% fire Rings make your fingers look great! |
Around neck | Morningpiety MorningpietyPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Mag Changes resistances: +3% mind / +6% temporal Changes resistances penetration: +10% mind Changes damage: +5% acid / +15% light / +5% lightning / +5% fire / +9% mind / +5% cold Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +1 Amulets make your neck look great! |
In main hand | steel waraxe 'Lelegar' (20-28 power, 3 apr) steel waraxe 'Lelegar' (20-28 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 15 * Create an explosion dealing 74 cold damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +5% mind / +11% cold Changes damage: +6% mind / +9% cold Talent granted: +3 Corrosive Slashes One-handed war axes. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | coruscating dwarven-steel shield of the stars (0 def, 6 armour, 34-40 power, 80.5 block) coruscating dwarven-steel shield of the stars (0 def, 6 armour, 34-40 power, 80.5 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.5 - 40.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (Melee): +16 fire / +10 light / +12 darkness When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 4 fire Changes stats: +2 Str / +1 Mag / +3 Cun Changes resistances: +12% fire / +13% light / +12% darkness Changes resistances penetration: +10% acid / +10% physical / +10% blight Changes damage: +17% acid / +17% physical / +12% light / +17% blight / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | Cracklereaper the steel mail armour (9 def, 11 armour) Cracklereaper the steel mail armour (9 def, 11 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +9 (+4 eff.) Fatigue: +12% Damage when hit (Melee): 6 arcane Changes stats: +3 Cun / +2 Wil Changes resistances: +11% blight / +14% darkness / +6% lightning Changes resistances penetration: +10% lightning / +15% arcane Changes damage: +12% arcane Mental save: +13 (+7 eff.) Life regen: +3.60 Stamina each turn: +0.70 Light radius: +2 A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 127; 13 cd)regeneration infusion (heal 127; 13 cd) 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 127 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 nature talent. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 347; 17 cd)regeneration infusion (heal 347; 17 cd) 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 347 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 nature talent. |
shatter afflictions rune of the duelist (absorb 56; cd 16) shatter afflictions rune of the duelist (absorb 56; cd 16)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: 16 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 56 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. 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 |
Ashquench AshquenchInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +10 Damage when hit (Melee): 4 physical Changes stats: +5 Str Changes damage: +9% fire Maximum stamina: +30.00 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 of manastreaming copper amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Amulets make your neck look great! |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +20% Knockback 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: +6% physical Stamina each turn: +0.20 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. ZamarainZamarain Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil / +4 Mag Changes damage: +12% mind Cut immunity: +50% Infravision radius: +3 See invisible: +12 Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 130 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
restful steel amulet restful steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Life regen: +2.00 Amulets make your neck look great! |
savior's steel amulet savior's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +14 (+7 eff.) Spell save: +10 (+5 eff.) Mental save: +12 (+6 eff.) Amulets make your neck look great! |
steel amulet of dexterity (+4) steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Amulets make your neck look great! |
Tempestwisp TempestwispInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Changes stats: +3 Wil Changes resistances: +9% lightning Changes resistances penetration: +15% lightning Changes damage: +3% mind / +15% fire Mental save: +6 (+3 eff.) Rings make your fingers look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Belytha' copper ring 'Belytha'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Cun / +2 Mag Changes resistances: +6% mind Mental save: +6 (+3 eff.) Confusion immunity: +23% Rings make your fingers look great! |
copper ring 'Loamusher' copper ring 'Loamusher'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature / 6 fire Changes resistances penetration: +20% mind Changes damage: +9% nature Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings make your fingers look great! |
savior's steel ring of darkness (+24%) savior's steel ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% darkness Changes damage: +12% darkness Physical save: +7 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+4 eff.) Rings make your fingers look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. yew vilestaff 'Gloomdeath' (20-24 power, 4 apr, fire element)yew vilestaff 'Gloomdeath' (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] 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: Damage (Melee): 21 fire Changes stats: +8 Mag / +8 Wil / +11 Cun Changes damage: +20% fire / +6% mind / +3% darkness Talent granted: +1 Command Staff Critical mult.: +30.00% Spellpower on spell critical (stacks up to 3 times): +7 Maximum hate: +8.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +3% Mental crit. chance: +2% See invisible: +13 Talent on hit(spell): Curse of Impotence (10% chance level 3). Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. enhanced dwarven-steel greatsword of evisceration (33-53 power, 2 apr)enhanced dwarven-steel greatsword of evisceration (33-53 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+3 eff.) Changes stats: +5 Str / +9 Dex / +12 Mag / +7 Wil / +13 Cun / +7 Con Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel greatsword of massacre (43-69 power, 2 apr)truestriking dwarven-steel greatsword of massacre (43-69 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 43.0 - 68.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +10 Changes resistances penetration: +9% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Dimwither the iron longsword (12-18 power, 2 apr)Dimwither the iron longsword (12-18 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 13% Damage when hit (Melee): 10 darkness Changes resistances penetration: +10% darkness Changes damage: +18% darkness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel longsword of dampening (16-22 power, 3 apr)balanced steel longsword of dampening (16-22 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+3 eff.) Changes resistances: +9% acid / +8% lightning / +9% cold / +8% fire / +2% all Spell save: +9 (+5 eff.) Disarm immunity: +22% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel dagger of enduring (12-16 power, 6 apr)balanced steel dagger of enduring (12-16 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+3 eff.) Changes stats: +6 Con / +7 Wil Disarm immunity: +25% Maximum life: +16.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking steel dagger of erosion (14-18 power, 6 apr)truestriking steel dagger of erosion (14-18 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +5% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel dagger of massacre (26-33 power, 7 apr)thought-forged dwarven-steel dagger of massacre (26-33 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.5 - 33.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 15 Damage (Melee): +7 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel dagger of rage (18-23 power, 7 apr)truestriking dwarven-steel dagger of rage (18-23 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +8 Changes stats: +3 Str Changes resistances penetration: +8% physical Changes damage: +5% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Filthhash the ash longbowFilthhash the ash longbow Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 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 Damage (Ranged): +11 acid Damage (radius 1) on hit: +8 blight Damage (radius 2) on crit: +16 nature When wielded/worn: Effects on ranged hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Changes resistances: +9% cold Changes resistances penetration: +5% nature Changes damage: +18% acid Longbows are used to shoot arrows at your foes. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level. Nalezor the Shiverwilder (0 def, 4 armour, 10-12 power, 50.5 block)Nalezor the Shiverwilder (0 def, 4 armour, 10-12 power, 50.5 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +50 Damage (radius 1) on hit: +12 cold When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +2 Cun / +4 Wil Changes resistances: +6% blight Talent granted: +1 Block Maximum life: +100.00 Healing mod.: +20% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. slimy woollen robe of the mind (+14%) (0 def, 0 armour)slimy woollen robe of the mind (+14%) (0 def, 0 armour) Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * 3% chance to slow global speed by 41% * 4 arcane resource burn Changes resistances: +14% mind / +9% all Changes damage: +14% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+5 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. |
This item will automatically be transmogrified when you leave the level. Skin of Many (12 def, 6 armour)Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of Toknor (9 def, 6 armour)prismatic hardened leather armour of Toknor (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes resistances: +10% light / +12% darkness Critical mult.: +15.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant hardened leather armour of fire resistance (9 def, 6 armour)radiant hardened leather armour of fire resistance (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +18% blight / +18% fire / +13% darkness Light radius: +1 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour of Eyal (9 def, 6 armour)rejuvenating hardened leather armour of Eyal (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Life regen: +7.00 Stamina each turn: +1.00 Maximum life: +23.00 Healing mod.: +11% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of Eyal (3 def, 8 armour)dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +3.00 Maximum life: +34.00 Healing mod.: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Hellmire the steel plate armour (0 def, 9 armour)Hellmire the steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Damage when hit (Melee): 4 fire Changes resistances: +20% acid Changes resistances penetration: +5% temporal Changes damage: +24% fire / +6% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
Hathobar the rough leather belt Hathobar the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex / +5 Wil / +1 Con Critical mult.: +10.00% Mental save: +6 (+3 eff.) Maximum life: +44.00 Light radius: +1 Infravision radius: +2 A belt that goes around your waist. |
rough leather belt 'Brandnight' rough leather belt 'Brandnight'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 41% * 10 arcane resource burn Damage when hit (Melee): 2 fire Changes resistances: +6% lightning / +6% temporal / +6% darkness / +3% fire / +6% light A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Airspike (1 def, 0 armour)Airspike (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +20% lightning Changes damage: +15% arcane / +6% temporal Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Beleriaba (26 def, 4 armour) Beleriaba (26 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +26 (+13 eff.) Changes stats: +2 Str / +2 Dex Changes damage: +9% acid Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Flashqueller (0 def, 3 armour) Flashqueller (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal / +9% mind / +3% light Changes resistances penetration: +20% light / +20% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sepsisrebel the pair of iron boots (15 def, 3 armour) Sepsisrebel the pair of iron boots (15 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+7 eff.) Fatigue: +2% Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes damage: +9% nature / +3% mind Only die when reaching: -60.00 life Maximum stamina: +10.00 Spellpower: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand rough leather gloves of magic (+2) (0 def, 6 armour) sand rough leather gloves of magic (+2) (0 def, 6 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes stats: +2 Mag Changes damage: +4% arcane / +4% physical When used to modify unarmed attacks: Base power: 7.5 - 8.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). Damage (Melee): +5 arcane Damage (radius 1) on hit: +5 physical Damage (radius 2) on crit: +6 arcane / +6 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ashumbra the hardened leather gloves (0 def, 2 armour) Ashumbra the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +2 Changes stats: +4 Dex Changes resistances: +12% mind / +6% fire Changes resistances penetration: +10% mind Changes damage: +6% acid / +21% fire 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: +12.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Arcserpent' (0 def, 6 armour) hardened leather gloves 'Arcserpent' (0 def, 6 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Effects on melee hit: * 16% chance to reduce all saves and defense by 15 Damage (Melee): 19 mind / 15 darkness Changes resistances: +12% lightning Changes resistances penetration: +25% darkness / +25% lightning Physical save: +6 (+3 eff.) Mental save: -14 (-7 eff.) Mindpower: +5 (+2 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: Reproach (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% 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. hardened leather gloves 'Dourseam' (0 def, 2 armour)hardened leather gloves 'Dourseam' (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce armor by 32% Damage (Melee): 8 mind Changes resistances: +7% mind / +6% acid Changes resistances penetration: +25% arcane Changes damage: +5% mind / +6% arcane / +12% darkness When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex 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: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +8 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flareripper (0 def, 2 armour) Flareripper (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 6 lightning Changes resistances: +7% lightning / +3% fire / +6% darkness / +12% temporal Changes resistances penetration: +10% fire Changes damage: +6% lightning Life regen: +4.00 Only die when reaching: -40.00 life When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Cun, 40% Dex, 40% Str 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: 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. |
radiant dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) radiant dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 light Changes stats: +4 Dex Changes resistances: +7% light Changes damage: +6% light When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Searing Light (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. stabilizing linen wizard hat of nature (+16%) (1 def, 0 armour)stabilizing linen wizard hat of nature (+16%) (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +16% nature Changes damage: +11% nature Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Branodas the Demonlore (0 def, 3 armour) Branodas the Demonlore (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +15 (+5 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 darkness Changes resistances: +6% fire / +5% cold Changes damage: +6% fire Physical save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Aerugalle' (0 def, 7 armour) iron helm 'Aerugalle' (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +3 Str Changes resistances: +9% cold / +2% physical Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) 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. 4 agate4 agate 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. citrinecitrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. zirconzircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. 3 opal3 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. 3 topaz3 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. 6 amethyst6 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Neregathra the brass lantern Neregathra the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 10 fire Changes resistances: +12% lightning / +6% fire Cut immunity: +10% Life regen: +4.00 Only die when reaching: -60.00 life 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. |
This item will automatically be transmogrified when you leave the level. brass lantern 'Mucklash'brass lantern 'Mucklash' Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +30% lightning / +15% fire / +3% all Changes damage: +9% nature Spell save: +7 (+4 eff.) 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. |
This item will automatically be transmogrified when you leave the level. Geturoddakan the BleaktaintGeturoddakan the Bleaktaint Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% darkness / +3% all Changes resistances penetration: +25% darkness Changes damage: +3% acid / +8% mind / +9% darkness Spell save: +8 (+4 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 145.06 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
Bethuta the Airsear [power 176] (15 cooldown) Bethuta the Airsear [power 176] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +3% acid It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 39 lightning damage and will be dazed for 1 turn (195 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful ash wand of shielding [power 188] (20 cooldown) powerful ash wand of shielding [power 188] (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 188 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 by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
demon seed [water imp] (20, finger) demon seed [water imp] (20, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Vim when hit: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (18, finger) demon seed [wretchling] (18, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Vim when hit: +2.00 Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [quasit] (21, finger) demon seed [quasit] (21, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Vim when hit: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (19, mainhand) demon seed [quasit] (19, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Talent granted: +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (23, mainhand) demon seed [fire imp] (23, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (22, mainhand) demon seed [water imp] (22, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Talent granted: +3 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (20, offhand) demon seed [water imp] (20, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 When attach to an other item: Changes resistances penetration: +10% blight / +10% fire / +10% darkness Changes damage: +17% blight / +17% fire / +17% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (25, offhand) demon seed [fire imp] (25, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 When attach to an other item: Changes resistances: +23% blight / +23% fire / +23% physical Reduce damage by fixed amount: +13 blight / +13 fire / +13 physical Demon status: alive (100% life). The seed of a demon. |
Achievements
By Mirek the Skeleton Demonologist level 10
3rd Flare 122nd year of Ascendancy at 07:45 see stats
By Mirek the Skeleton Demonologist level 20
59th Dusk 122nd year of Ascendancy at 16:13 see stats
By Mirek the Skeleton Demonologist level 10
3rd Flare 122nd year of Ascendancy at 07:42 see stats
By Mirek the Skeleton Demonologist level 20
58th Dusk 122nd year of Ascendancy at 20:11 see stats
By Mirek the Skeleton Demonologist level 9
1st Summertide 122nd year of Ascendancy at 04:51 see stats
By Mirek the Skeleton Demonologist level 9
9th Mirth 122nd year of Ascendancy at 23:07 see stats
By Mirek the Skeleton Demonologist level 16
43rd Dusk 122nd year of Ascendancy at 20:06 see stats
Log
Mirek hits Mayasethra the fire drake hatchling for 78 acid damage.
Mirek activates Osmosis Shield.
Mirek uses Shield Slam.
Mayasethra the fire drake hatchling's is vulnerable to attacks and effects!
Melee retaliation hits Mirek for (2 turned into osmosis), 2 fire, (2 turned into osmosis), 2 fire, (2 turned into osmosis), 2 fire (7 total damage).
Mirek hits Mayasethra the fire drake hatchling for 14 acid, 5 fire, 7 light, 7 darkness, 10 acid, 15 acid, 5 fire, 7 light, 7 darkness, 10 acid, 15 acid, 5 fire, 7 light, 8 darkness, 11 acid (132 total damage).
Mayasethra the fire drake hatchling uses Evasion.
Mayasethra the fire drake hatchling tries to evade attacks.
Mayasethra the fire drake hatchling is cursed.
Melee retaliation hits Mayasethra the fire drake hatchling for 3 lightning, 1 fire, 3 arcane (7 total damage).
Mayasethra the fire drake hatchling hits Mirek for (11 blocked), 0 physical, (26 blocked), 0 darkness (0 total damage).
Mirek casts Demon Seed.
Mayasethra the fire drake hatchling is infected by a demon seed!
Mirek performs a melee critical strike against Mayasethra the fire drake hatchling!
Melee retaliation hits Mirek for (2 turned into osmosis), 2 fire, (2 turned into osmosis), 2 fire (4 total damage).
Mirek hits Fire drake hatchling for 52 cold damage.
Mirek hits Mayasethra the fire drake hatchling for 111 acid, 9 acid, 57 cold, 86 acid, 7 fire, 12 light, 12 darkness, 18 acid (312 total damage).
Mirek hits Fire drake hatchling for 52 cold damage.
Fire drake hatchling misses Mirek.
Melee retaliation hits Fire drake hatchling for 3 lightning, 0 fire, 3 arcane (6 total damage).
Fire drake hatchling hits Mirek for (14 turned into osmosis), 14 physical (14 total damage).
Mayasethra the fire drake hatchling uses Fan of Knives.
Mirek receives 3 healing.
Melee retaliation hits Mayasethra the fire drake hatchling for 4 lightning, 1 fire, 4 arcane, 4 lightning, 1 fire, 4 arcane, 4 lightning, 1 fire, 4 arcane, 4 lightning, 1 fire, 4 arcane (33 total damage).
Mayasethra the fire drake hatchling's Fan of Knives hits Mirek for (32 turned into osmosis), 44 physical, (26 turned into osmosis), 26 darkness (70 total damage).
Mayasethra the fire drake hatchling's Fan of Knives hits Mirek for (32 turned into osmosis), 52 physical, (26 turned into osmosis), 26 darkness (78 total damage).
Mayasethra the fire drake hatchling's Fan of Knives hits Mirek for (32 turned into osmosis), 58 physical, (26 turned into osmosis), 26 darkness (83 total damage).
Mayasethra the fire drake hatchling's Fan of Knives hits Mirek for (32 turned into osmosis), 56 physical, (26 turned into osmosis), 26 darkness (82 total damage).
Mirek the level 21 skeleton demonologist was darkened to death by Mayasethra the fire drake hatchling on level 1 of Intimidating Cave.