Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 26 / 16% |
Size | medium |
Lifes / Deaths | Killed by Mayythra the green ooze at level 26 on the 46th Haze 122nd year of Ascendancy at 15:35 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 36 (base 36) |
Dexterity | 11 (base 10) |
Constitution | 19 (base 10) |
Magic | 11 (base 10) |
Willpower | 85.000000000001 (base 51) |
Cunning | 52.999999999999 (base 30) |
Resources
Life | -147/431 |
Equilibrium | 76 |
Healing Factor | 1.0791723257555 |
Regeneration | 0.26979308143887 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 34.47002359431 |
See Invisible | 34.47002359431 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 79 |
Accuracy | 50 |
Crit Chance | 20% |
APR | 47 |
Speed | 1.00 |
Offense: Offhand
Damage | 51 |
Accuracy | 50 |
Crit Chance | 18% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Nature | +34% |
Mind | +24% |
Arcane | +3% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 22 (74.574340358689%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 47 |
Mental Save | 50 |
Defense: Resistances
Cold | + 22%( 70%) |
Lightning | + 22%( 70%) |
Nature | + 70%( 70%) |
Temporal | + 17%( 70%) |
Blight | + 18%( 70%) |
Mind | + 22%( 70%) |
Fire | + 22%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Bleed Resistance | 42% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Pinning Resistance | 21% |
Poison Resistance | 62% |
Blind Resistance | 62% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 350 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 884% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed length of troll intestine. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed minotaur nose. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed orc heart. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vial of squid ink. * You've found the needed naga tongue. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Emelareleta the Tidewar (0 def, 7 armour) Emelareleta the Tidewar (0 def, 7 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Changes stats: +1 Dex / +3 Wil / +3 Cun / +2 Con Changes resistances penetration: +15% cold Changes damage: +3% cold Physical save: +11 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Tarrinik' brass lantern 'Tarrinik'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Damage when hit (Melee): 4 temporal Changes stats: +6 Wil / +2 Cun / +2 Con Changes resistances: +6% mind Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Light radius: +3 Infravision radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Anydil the linen wizard hat (1 def, 0 armour) Anydil the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil / +1 Mag Changes resistances: +16% nature / +3% lightning Changes damage: +11% nature / +3% arcane Critical mult.: +5.00% Spell save: +12 (+4 eff.) Vim when firing critical spell: +1.00 A pointy cloth hat, very wizardly... |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | Snowdash [power 170] (13 cooldown) Snowdash [power 170] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +6% cold Changes damage: +12% cold It can be used to blast the opponent's mind dealing 211 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 10% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Salokira SalokiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +4 Cun Physical save: +6 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -60.00 life Mental crit. chance: +2% Rings make your fingers look great! |
On fingers | mule's steel ring of tenacity mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +23% Maximum life: +20.00 Rings make your fingers look great! |
Around neck | serendipitous gold amulet of cunning (+8) serendipitous gold amulet of cunning (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +10 (+4 eff.) Changes stats: +8 Lck / +4 Cun Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
In main hand | nature's living mindstar of balance (17-19 power, 40 apr, nature damage) nature's living mindstar of balance (17-19 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +3% nature Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Disease immunity: +12% Equilibrium when hit: +0.70 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Belinaridar BelinaridarCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes damage: +9% mind Damage against: +20% Summoned Reduced damage from: +19% Summoned Mental save: +15 (+5 eff.) Maximum hate: +2.00 Infravision radius: +3 A belt that goes around your waist. |
In off hand | Cracklelash (2-3 power, 12 apr, nature damage) Cracklelash (2-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +5 Wil Changes resistances: +3% lightning Talent granted: +1 Attune Mindstar Mental save: +2 (+0 eff.) Hate when firing a critical mind attack: +1.00 Maximum psi: +11.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | linen cloak 'Hellsblood' (1 def, 0 armour) linen cloak 'Hellsblood' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% fire Reduces incoming crit damage: 15.00% Blindness immunity: +20% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | 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 (+4 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 (+4 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
heroism infusion of the wizard (die at -332; dur 6; cd 26) heroism infusion of the wizard (die at -332; dur 6; cd 26)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: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -332 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 664 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Coalkiller =dex4= Coalkiller =dex4=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Dex / +9 Wil / +3 Con Changes resistances: +3% darkness / +6% mind Changes resistances penetration: +10% mind Amulets make your neck look great! |
mindweaver's steel amulet of constitution (+3) =con4= mindweaver's steel amulet of constitution (+3) =con4=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con / +3 Wil Mental save: +7 (+2 eff.) Confusion immunity: +13% Mindpower: +6 (+2 eff.) Amulets make your neck look great! |
stabilizing copper amulet of strength (+3) =str3= stabilizing copper amulet of strength (+3) =str3=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +25% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. conjurer's gold ring of miseryconjurer's gold ring of misery Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 35 Damage (Melee): 19 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 35 Damage (Ranged): 14 physical Changes stats: +6 Mag / +4 Wil / +4 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 (+7 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
savage's copper ring =con2= savage's copper ring =con2=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+4 eff.) Maximum stamina: +13.00 Rings make your fingers look great! |
titan's steel ring of lightning (+22%) =con2= titan's steel ring of lightning (+22%) =con2=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +4 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of disruption (32-47 power, 2 apr)dwarven-steel battleaxe of disruption (32-47 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +20% Unnatural Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel dagger (20-27 power, 7 apr)truestriking dwarven-steel dagger (20-27 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 40% Wil, 50% Dex, 50% Str 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: +9 (+5 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel dagger of massacre (26-33 power, 7 apr)truestriking dwarven-steel dagger of massacre (26-33 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.5 - 33.1 Uses stats: 40% Wil, 50% Dex, 50% Str 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 (+9 eff.) Armour penetration: +8 Changes resistances penetration: +7% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of crippling (38-61 power, 2 apr)dwarven-steel greatsword of crippling (38-61 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: 38.0 - 60.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +10.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel longsword of massacre (28-40 power, 4 apr)acidic dwarven-steel longsword of massacre (28-40 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 28.5 - 39.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel longsword of massacre (30-41 power, 4 apr)thought-forged dwarven-steel longsword of massacre (30-41 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 29.5 - 41.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 35 Damage (Melee): +11 mind When wielded/worn: Changes stats: +4 Cun / +3 Wil Sharp, long, and deadly. |
mossy mindstar 'Islariabeth' (2-3 power, 12 apr, mind damage) =str3= mossy mindstar 'Islariabeth' (2-3 power, 12 apr, mind damage) =str3=Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 5 mind / 5 darkness Damage when hit (Melee): 6 arcane Changes stats: +3 Str Changes resistances: +3% darkness Changes damage: +3% mind / +4% darkness Talent granted: +1 Attune Mindstar Only die when reaching: -40.00 life Maximum mana: +80.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Salulaith' (5-6 power, 18 apr, mind damage) =con6= vined mindstar 'Salulaith' (5-6 power, 18 apr, mind damage) =con6=Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 blight Damage (radius 2) on crit: +8 temporal When wielded/worn: Changes stats: +2 Str / +6 Con Changes resistances penetration: +15% temporal Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% See invisible: +9 Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +26 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. IcefameIcefame Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Effects on ranged hit: * 20% chance to slow global speed by 63% Changes stats: +3 Dex Changes resistances: +6% acid / +6% darkness / +5% arcane / +9% light Changes resistances penetration: +10% cold Changes damage: +3% cold Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. infernal yew vilestaff of might (20-24 power, 4 apr, fire element)infernal yew vilestaff of might (20-24 power, 4 apr, fire 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 stats: 80% Mag, 40% Wil 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): 15 fire Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +21.00% Spellpower: +14 (+11 eff.) Spell crit. chance: +10% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff of protection (20-24 power, 4 apr, lightning element)yew magestaff of protection (20-24 power, 4 apr, lightning 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 stats: 80% Mag, 40% Wil 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: Changes resistances: +10% lightning Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff of wizardry (20-24 power, 4 apr, cold element)yew magestaff of wizardry (20-24 power, 4 apr, cold 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 stats: 80% Mag, 40% Wil 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: Changes stats: +1 Mag / +3 Wil Changes damage: +20% cold Talent granted: +1 Command Staff Maximum mana: +57.00 Spellpower: +13 (+11 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Stormgore =remnants= Stormgore =remnants=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Fatigue: -6% Damage when hit (Melee): 2 lightning Changes stats: +5 Cun / +4 Wil Changes resistances: +6% light Changes resistances penetration: +10% light / +15% lightning Damage against: +23% Summoned Reduced damage from: +18% Summoned Maximum encumbrance: +33 It can be used to create a temporary shield that absorbs 218 damage Activation puts all charms on cooldown for 26 turns. A belt that goes around your waist. |
Earablek the cashmere cloak (2 def, 0 armour) =con5= Earablek the cashmere cloak (2 def, 0 armour) =con5=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Wil / +5 Con Maximum hate: +10.00 Maximum psi: +30.00 Infravision radius: +2 See invisible: +6 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. cashmere cloak 'Mardezilagobar' (2 def, 0 armour)cashmere cloak 'Mardezilagobar' (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +5 Mag / +6 Wil / +3 Cun / +3 Con Spell save: +5 (+2 eff.) Mental save: +3 (+1 eff.) Disease immunity: +20% Life regen: +4.00 Maximum mana: +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak (1 def, 0 armour) =dex2= murderer's linen cloak (1 def, 0 armour) =dex2=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+2 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stormwoven woollen robe of lightning (+24%) (0 def, 0 armour) =str4= stormwoven woollen robe of lightning (+24%) (0 def, 0 armour) =str4=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Str / +5 Mag / +5 Wil Changes resistances: +24% lightning / +7% cold / +9% all Changes damage: +20% lightning / +8% physical / +8% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of life (0 def, 0 armour) =con6= verdant elven-silk robe of life (0 def, 0 armour) =con6=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +9% blight / +15% all Changes damage: +13% nature Poison immunity: +29% Disease immunity: +23% Life regen: +4.00 Maximum life: +81.00 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frigidreek the pair of iron boots (0 def, 3 armour) =dex3= Frigidreek the pair of iron boots (0 def, 3 armour) =dex3=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Dex / +2 Mag Changes resistances: +12% lightning / +5% temporal Changes resistances penetration: +5% cold Changes damage: +9% cold Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of dwarven-steel boots (0 def, 4 armour)dreamer's pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +3 Wil Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots 'Tulolerath' (0 def, 3 armour)pair of hardened leather boots 'Tulolerath' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Effects on melee hit: * 20 arcane resource burn * 20% chance to slow global speed by 63% Changes stats: +2 Dex / +4 Mag Changes damage: +6% acid Maximum encumbrance: +23 Physical save: +11 (+4 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Camyrab the dwarven-steel gauntlets (0 def, 2 armour)Camyrab the dwarven-steel gauntlets (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): 10 nature Changes stats: +5 Str / +4 Dex / +3 Wil / +4 Con Changes resistances: +6% lightning / +7% nature / +5% arcane Changes damage: +7% nature Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) =str3= polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) =str3=Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 cold Changes stats: +3 Str Changes resistances: +7% cold Changes damage: +3% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sparkbrawn the iron helm (0 def, 3 armour) =wb= Sparkbrawn the iron helm (0 def, 3 armour) =wb=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 lightning Changes resistances: +5% arcane / +7% cold Changes resistances penetration: +20% arcane Changes damage: +9% lightning / +3% acid Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's rough leather cap (0 def, 1 armour) =dex4= catburglar's rough leather cap (0 def, 1 armour) =dex4=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex Changes resistances: +11% darkness Infravision radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. eldritch cashmere wizard hat of madness (2 def, 0 armour)eldritch cashmere wizard hat of madness (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Wil Mental save: +17 (+5 eff.) Mana each turn: +1.20 Mana when hit: +1.20 Maximum mana: +49.00 Spellpower: +7 (+7 eff.) Mental crit. chance: +4% It can be used to activate talent Manaflow, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
rough leather cap 'Xuba' (0 def, 1 armour) =str3 con6= rough leather cap 'Xuba' (0 def, 1 armour) =str3 con6=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce armor by 16% Changes stats: +3 Str / +5 Wil / +1 Cun / +6 Con See invisible: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour (3 def, 8 armour)prismatic dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +15% light / +13% darkness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rejuvenating dwarven-steel mail armour of implacability (3 def, 14 armour)rejuvenating dwarven-steel mail armour of implacability (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +8% Physical save: +6 (+2 eff.) Life regen: +2.80 Stamina each turn: +0.50 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of acid resistance (9 def, 6 armour)hardened leather armour of acid 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: +18% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour (9 def, 6 armour)prismatic hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +10% light / +12% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel shield of purity (0 def, 6 armour, 78.5 block)flaming dwarven-steel shield of purity (0 def, 6 armour, 78.5 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 6 fire Changes resistances: +13% nature / +13% blight Talent granted: +1 Block Handheld deflection devices. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all 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 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =dig= Tooth of the Mouth (dig speed 12 turns) =dig=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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Summertide Phial =lite= Summertide Phial =lite=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(139 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Skull of the Rat Lich =remnants= Skull of the Rat Lich =remnants=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+9 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 60 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
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 9 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. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
By Argyle the Cornac Oozemancer level 23
13rd Haze 122nd year of Ascendancy at 07:47 see stats
By Argyle the Cornac Oozemancer level 23
22nd Haze 122nd year of Ascendancy at 06:55 see stats
By Argyle the Cornac Oozemancer level 15
26th Dusk 122nd year of Ascendancy at 17:04 see stats
By Argyle the Cornac Oozemancer level 23
9th Haze 122nd year of Ascendancy at 18:03 see stats
By Argyle the Cornac Oozemancer level 10
4th Flare 122nd year of Ascendancy at 08:56 see stats
By Argyle the Cornac Oozemancer level 20
1st Haze 122nd year of Ascendancy at 04:53 see stats
By Argyle the Cornac Oozemancer level 19
46th Dusk 122nd year of Ascendancy at 02:44 see stats
By Argyle the Cornac Oozemancer level 6
3rd Mirth 122nd year of Ascendancy at 10:03 see stats
By Argyle the Cornac Oozemancer level 22
5th Haze 122nd year of Ascendancy at 06:24 see stats
By Argyle the Cornac Oozemancer level 24
22nd Haze 122nd year of Ascendancy at 12:30 see stats
By Argyle the Cornac Oozemancer level 23
21st Haze 122nd year of Ascendancy at 15:30 see stats
By Argyle the Cornac Oozemancer level 23
7th Haze 122nd year of Ascendancy at 17:28 see stats
By Argyle the Cornac Oozemancer level 16
34th Dusk 122nd year of Ascendancy at 21:34 see stats
Log
Belaba the gigantic corrosive tunneler's Beyond the Flesh performs a melee critical strike against Bloated ooze!
Poison from Argyle hits Belaba the gigantic corrosive tunneler for 3 nature damage.
Belaba the gigantic corrosive tunneler's Beyond the Flesh hits Bloated ooze for 83 physical damage.
Belaba the gigantic corrosive tunneler uses Perfect Strike.
Belaba the gigantic corrosive tunneler aims carefully.
Belaba the gigantic corrosive tunneler's Beyond the Flesh killed Bloated ooze!
Belaba the gigantic corrosive tunneler uses Telekinetic Smash.
Belaba the gigantic corrosive tunneler performs a melee critical strike against Argyle!
Argyle's natural acid becomes more concentrated!
Argyle starts to bleed.
Belaba the gigantic corrosive tunneler performs a melee critical strike against Argyle!
Argyle is stunned!
Argyle shares damage with his oozes!
Belaba the gigantic corrosive tunneler hits Argyle for 103 physical, (7 antimagic), 0 darkness, 9 physical, 83 physical, 17 physical (212 total damage).
Melee retaliation hits Belaba the gigantic corrosive tunneler for 9 nature, 3 acid, 2 nature, (2 to psi shield), 1 cold, 1 temporal, 9 nature, 3 acid, 2 nature, (2 to psi shield), 1 cold, 1 temporal (30 total damage).
Mayythra the green ooze's creeping dark hits Belaba the gigantic corrosive tunneler for (7 to psi shield), 4 darkness (4 total damage).
Mayythra the green ooze's creeping dark hits Argyle for (14 antimagic), 0 darkness (0 total damage).
Argyle uses Infusion: Regeneration.
Argyle starts regenerating health quickly.
Argyle is recovering from the damage!
Acid Splash from Belaba the gigantic corrosive tunneler hits Argyle for (3 antimagic), 0 acid (0 total damage).
Bleeding from Belaba the gigantic corrosive tunneler hits Argyle for 119 physical damage.
Shadow casts Fade.
Shadow fades!
Melee retaliation hits Shadow for 0 nature, 0 acid, 0 nature, 0 cold, 0 temporal (0 total damage).
Shadow hits Argyle for 41 physical damage.
Something strikes Argyle in the darkness (+28% damage).
Something hits Argyle for 284 physical damage.
Argyle the level 26 cornac oozemancer was torn limb from limb to death by Mayythra the green ooze on level 1 of Sandworm lair.