











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 | Female |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 22 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 22 on the 16th Haze 122nd year of Ascendancy at 18:57 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 14 (base 12) |
| Magic | 10 (base 10) |
| Willpower | 75 (base 51) |
| Cunning | 53 (base 42) |
Resources
| Life | -83/506 |
| Equilibrium | 62 |
| Healing Factor | 1.1472895330003 |
| Regeneration | 5.6790831883515 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 43 |
| Crit Chance | 16% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 43 |
| Crit Chance | 15% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Light | +15% |
| Temporal | +15% |
| Nature | +64% |
| Mind | +9% |
| All | +6% |
Offense: Damage Penetration
| Temporal | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 36 (88.568973732692%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 6 |
| Physical Save | 27 |
| Spell Save | 26 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 15%( 70%) |
| All | + 6%( 70%) |
| Darkness | + 19%( 70%) |
| Physical | + 12%( 70%) |
| Temporal | + 14%( 70%) |
| Lightning | + 11%( 70%) |
| Mind | + 9%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 52%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Bleed Resistance | 65% |
| Confusion Resistance | 30% |
| Knockback Resistance | 81% |
| Stun Resistance | 22% |
| Poison Resistance | 95% |
| Blind Resistance | 65% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 287 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 743% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
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 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * '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.' * You've found the needed sandworm tooth. Marus of Elvala has completed an elixir of mysticism without your aid. 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 xorn fragment. * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' 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 honey tree root. * You've found the needed red crystal shard. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
Equipment
| On feet | pair of hardened leather boots 'Dayprophet' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Fatigue: -6% Changes resistances: +3% cold Changes damage: +9% light Confusion immunity: +20% Knockback immunity: +20% Stamina each turn: +0.60 Maximum life: +58.00 Light radius: +1 Movement speed: +10% A pair of boots made of leather. |
| Light source | Grinuhir the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +3 Wil Physical save: +15 (+8 eff.) Mental save: +3 (+2 eff.) Confusion immunity: +10% Maximum life: +80.00 Light radius: +3 Healing mod.: +11% 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 | Mizilanik the Wildtaint (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 2 nature Changes resistances: +19% nature / +9% temporal Changes resistances penetration: +5% lightning / +5% temporal Changes damage: +25% nature / +9% temporal A pointy cloth hat, very wizardly... |
| On hands | 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 | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Hureneg the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+5 eff.) Effects on melee hit: * 10% chance to reduce armor by 21% Damage when hit (Melee): 8 acid Changes resistances: +6% blight / +27% fire / +5% arcane Changes damage: +6% all Spell save: +3 (+1 eff.) Spellpower: +8 (+5 eff.) Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
| On fingers | titan's copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% nature Changes damage: +10% nature Physical save: +4 (+2 eff.) Rings make your fingers look great! |
| Around neck | copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets make your neck look great! |
| In main hand | creative vined mindstar of life (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Life regen: +0.70 Maximum life: +16.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Bilebringer the mossy mindstar (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 fire When wielded/worn: Damage (Melee): 5 mind / 3 darkness Changes damage: +3% darkness / +18% nature / +3% mind Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 10.00% Life regen: +4.00 Only die when reaching: -40.00 life 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 | Adilrata the cashmere cloak (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+8 eff.) Changes stats: +2 Str / +3 Dex / +7 Wil / +4 Cun Physical save: +7 (+4 eff.) Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Nerildalaith' (0 def, 13 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +2 Wil Changes resistances: +26% acid / +7% physical / +14% darkness / +6% lightning / +18% blight / +7% cold / +3% mind / +7% fire Talent cooldown: Rush (-5 turns) Poison immunity: +10% Disarm immunity: +21% Stun/Freeze immunity: +22% Knockback immunity: +21% Light radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion of the titan (die at -321; dur 7; cd 31) 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: 31 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 7 turns. While Heroism is active, you will only die when reaching -321 life. The duration and life will increase by 1% for every 1% life you have lost (currently 694 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
clarifying steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% mind Confusion immunity: +21% Amulets make your neck look great! |
copper amulet 'Noonoracle'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +5 Mag / +1 Cun / +2 Con Changes resistances: +11% fire / +3% light / +12% cold Changes resistances penetration: +5% fire Amulets make your neck look great! |
restful copper amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Life regen: +1.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.steel amulet 'Hurytir' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +30 (+20 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Damage (Melee): 7 light / 6 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 25% * 8% chance to blind Changes stats: +3 Dex / +4 Con Changes resistances penetration: +10% mind Changes damage: +8% light / +8% darkness / +12% mind Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Glorunor Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Defense: +10 (+8 eff.) Damage (Melee): 12 light Damage (Ranged): 17 light Changes stats: +2 Dex / +4 Mag Changes resistances: +6% acid / +4% physical Changes damage: +12% light Maximum stamina: +20.00 Rings make your fingers look great! |
marksman's steel ring of the mountain (+10%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+8 eff.) Changes stats: +4 Dex Changes resistances: +10% physical Changes damage: +10% physical Rings make your fingers look great! |
sneakthief's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+8 eff.) Changes stats: +4 Cun / +5 Dex Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings make your fingers look great! |
titan's steel ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +8 (+4 eff.) Rings make your fingers look great! |
steel dagger 'Corruptionnigh' (107% power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +20 nature Damage (radius 2) on crit: +12 nature When wielded/worn: Changes stats: +3 Str / +6 Dex / +5 Mag / +6 Wil / +5 Cun / +6 Con Changes resistances: +9% temporal Changes resistances penetration: +10% arcane Mana when firing critical spell: +2.00 Sharp, short and deadly. |
Boredrazor the Gloombrace (115% power, 1 apr)Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 115% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +12 darkness When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +11 Con / +9 Wil Changes damage: +3% darkness Maximum life: +21.00 Massive two-handed mauls. |
Eilinydara the iron greatmaul (113% power, 1 apr)Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 113% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 19% chance to reduce all saves and defense by 31 Damage (Melee): +7 mind When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +4 Str / +2 Wil / +2 Cun Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Neryrildama the Dimsteel (142% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 143% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +15% lightning Changes resistances penetration: +10% lightning Changes damage: +6% light / +21% darkness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.ash longbow 'Sparkpeal' 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): +8 lightning / +9 cold When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances penetration: +20% lightning / +25% fire Changes damage: +9% lightning / +17% cold / +15% light Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.caustic yew longbow Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +20 acid / +15 nature When wielded/worn: Armour penetration: +9 Changes resistances penetration: +21% acid / +15% nature Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Dawnbore the steel longsword (122% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% acid Reduces incoming crit damage: 5.00% Physical save: +18 (+9 eff.) Mental save: +12 (+5 eff.) Light radius: +2 Sharp, long, and deadly. |
Gloompyre the steel longsword (110% power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 31 Damage (Melee): +6 mind Damage (radius 2) on crit: +8 temporal When wielded/worn: Accuracy: +5 (+5 eff.) Defense: +7 (+6 eff.) Changes stats: +9 Wil / +1 Cun / +6 Con Changes resistances penetration: +10% darkness Changes damage: +3% darkness Disarm immunity: +21% Maximum life: +23.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.steel longsword of massacre (124% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Vorana the Mireschism (125% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% Changes resistances: +6% mind / +6% nature Changes resistances penetration: +10% nature Changes damage: +18% light Blunt and deadly. |
vined mindstar of storms (87% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 6 lightning Changes stats: +2 Str / +3 Dex / +2 Mag / +3 Wil / +2 Cun / +2 Con Changes resistances: +5% lightning Changes resistances penetration: +7% lightning Changes damage: +8% lightning Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.cured leather sling of enduring Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +7 Con / +5 Wil Maximum life: +15.00 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Hellgrit the ash vilestaff (111% power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +4 Defense: +10 (+8 eff.) Changes stats: +5 Dex / +13 Con Changes damage: +15% darkness / +6% fire Talent granted: +1 Command Staff Life regen: +0.90 Spellpower: +11 (+6 eff.) Spell crit. chance: +2% Healing mod.: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Stormjustice (111% power, 3 apr, cold element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +8 (+7 eff.) Changes resistances penetration: +10% lightning / +10% mind Changes damage: +6% lightning / +15% cold / +6% mind / +9% fire Talent granted: +1 Command Staff Spellpower: +6 (+4 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 50.47 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash starstaff 'Silyrinn' (111% power, 3 apr, physical element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +1 Cun / +2 Con Changes resistances: +9% mind Changes resistances penetration: +20% mind Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 (+4 eff.) Spell crit. chance: +9% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding elven-wood starstaff (129% power, 5 apr, light element) Requires: - Magic 35 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +25% light Talent granted: +1 Command Staff Life regen: +0.90 Spellpower: +17 (+9 eff.) Spell crit. chance: +4% Healing mod.: +15% Staves designed for wielders of magic, by the greats of the art. |
Glimmerspire the iron waraxe (115% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 115% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Dex / +5 Wil Changes resistances: +6% light One-handed war axes. |
This item will automatically be transmogrified when you leave the level.steel waraxe 'Relgatar' (111% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 24 damage When wielded/worn: Defense: +10 (+8 eff.) Changes stats: +4 Dex / +4 Wil Reduces incoming crit damage: 15.00% Only die when reaching: -40.00 life One-handed war axes. |
noble's rough leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Damage against: +16% Summoned Reduced damage from: +15% Summoned Maximum life: +30.00 A belt that goes around your waist. |
Erydig (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Physical power: +10 (+5 eff.) Armour: +2 Defense: +1 (+1 eff.) Changes stats: +1 Dex / +2 Con Changes resistances: +12% acid Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emyvea the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Str / +4 Mag / +9 Wil / +6 Cun Changes resistances: +6% lightning / +3% blight / +6% cold / +5% arcane / +7% all Changes damage: +7% lightning / +7% physical / +6% cold Equilibrium when hit: +0.16 Mindpower: +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.timebroken Robe of the Worm of the mind (+12%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +12% mind / +7% all Changes damage: +7% temporal / +7% arcane / +12% mind Maximum mana: +12.00 Spellpower: +3 (+2 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.woollen robe of blight (+14%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +14% blight / +9% all Changes damage: +14% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Icepierce (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 cold Changes stats: +2 Dex / +2 Con Stamina each turn: +0.30 Maximum stamina: +12.00 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. |
Xanotta the Glimmerclash (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +9 Str / +5 Mag / +3 Con Changes resistances penetration: +10% light It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Healpower the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 9 cold Damage when hit (Melee): 4 nature / 4 physical Changes stats: +6 Con Changes resistances: +7% cold Changes damage: +6% cold Physical save: +9 (+5 eff.) Mental crit. chance: +4% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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.cinder hardened leather gloves of strength (+3) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+4 eff.) Armour: +2 Damage (Melee): 7 fire Changes stats: +3 Str Changes resistances: +6% fire Changes damage: +7% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 'Umbraprophet' (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 damage dealt by 25% Damage (Melee): 5 mind Damage when hit (Melee): 10 darkness Changes stats: +2 Wil Changes resistances: +7% mind Changes damage: +6% mind Critical mult.: +10.00% Mindpower: +15 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of dexterity (+4) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+11 eff.) Armour: +2 Changes stats: +4 Dex Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of strength (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+4 eff.) Armour: +2 Damage (Melee): 7 lightning Changes stats: +3 Str Changes resistances: +6% lightning Changes damage: +4% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloomwreath (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +15 Fatigue: +3% Changes stats: +4 Str / +5 Dex Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +6% darkness A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Weepstreak (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 light Changes resistances: +6% temporal / +6% cold / +6% fire Changes damage: +21% nature / +6% temporal A cap made of leather. |
rough leather cap 'Chamekor' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Wil Changes resistances: +7% cold Changes resistances penetration: +5% mind Allows you to breathe in: water Mental save: +15 (+6 eff.) Maximum psi: +10.00 Mindpower: +20 (+7 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Camulerab (9 def, 11 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +9 (+7 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 11 Changes stats: +6 Cun Mental save: +24 (+9 eff.) Equilibrium when hit: +0.16 Infravision radius: +3 See invisible: +3 A suit of armour made of mail. |
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 (+9 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. |
cured leather armour 'Golratha' (10 def, 10 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +10 (+8 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 5 fire Damage (Ranged): 6 fire Changes stats: +4 Str / +5 Dex / +2 Wil Changes resistances: +15% physical / +10% darkness / +16% blight / +10% fire / +6% temporal Changes damage: +3% temporal Physical save: +9 (+5 eff.) Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic cured leather armour of Toknor (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+3 eff.) Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +12% light / +12% darkness Critical mult.: +12.00% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.radiant hardened leather armour of the deep (9 def, 7 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +9 (+7 eff.) Fatigue: +8% Changes stats: +1 Wil Changes resistances: +15% blight / +9% cold / +12% darkness / +7% acid Allows you to breathe in: water Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.deadly quiver of yew arrows of amnesia (20/21, 159% power, 10 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 160% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
460 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 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. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Healwire the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +3 Dex Changes damage: +15% nature Light radius: +9 See invisible: +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. |
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 (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. |
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. |
This item will automatically be transmogrified when you leave the level.Boltbreaker the pouch of dwarven-steel shots (24/24, 147% power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 147% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +13.0% Capacity: 24 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 204 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +11 nature / +8 light Damage (radius 1) on hit: +16 lightning Damage (radius 2) on crit: +12 light / +8 lightning Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Hettalerin the Blazefist [power 175] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +20% arcane / +20% light Critical mult.: +15.00% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +30% It can be used to blast the opponent's mind dealing 191 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing ash totem of healing [power 170] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 33. Natural totems are made by powerful wilders to store nature power. |
2 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. |
This item will automatically be transmogrified when you leave the level.overpowered ash wand of clairvoyance [power 11] (21 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 11, power 36 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 21 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Adina the Cornac Oozemancer level 18
31st Dusk 122nd year of Ascendancy at 13:31 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Adina the Cornac Oozemancer level 11
4th Dusk 122nd year of Ascendancy at 09:04 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Adina the Cornac Oozemancer level 10
3rd Mirth 122nd year of Ascendancy at 15:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Adina the Cornac Oozemancer level 20
49th Dusk 122nd year of Ascendancy at 07:20 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Adina the Cornac Oozemancer level 22
15th Haze 122nd year of Ascendancy at 15:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Adina the Cornac Oozemancer level 7
78th Pyre 122nd year of Ascendancy at 17:42 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Adina the Cornac Oozemancer level 16
24th Dusk 122nd year of Ascendancy at 07:44 see stats
Log
Hurricane from Urkis, the High Tempest hits Bloated ooze for 140 lightning damage.
Hurricane from Urkis, the High Tempest hits Adina for 44 lightning damage.
Adina resists!
Bloated ooze is caught inside a Hurricane.
Adina shares damage with her oozes!
Thunderstorm hits Bloated ooze for 67 lightning damage.
Thunderstorm hits Bloated ooze for 52 lightning damage.
Thunderstorm hits Bloated ooze for 67 lightning, 56 lightning (123 total damage).
Thunderstorm hits Adina for 32 lightning, 18 lightning, 12 lightning (62 total damage).
Adina is dazed!
Bloated ooze is dazed!
Thunderstorm killed Bloated ooze!
Urkis, the High Tempest misses Bloated ooze.
Adina's manaburn arcane area effect hits Bloated ooze for 0 arcane damage.
Adina's manaburn arcane area effect hits Adina for 0 arcane damage.
Adina's manaburn arcane area effect hits Bloated ooze for 0 arcane damage.
Adina's manaburn arcane area effect hits Urkis, the High Tempest for 23 arcane damage.
Adina's manaburn arcane area effect hits Bloated ooze for 0 arcane damage.
Adina uses Nourishing Moss.
Adina uses Mana Clash.
Adina hits Urkis, the High Tempest for 102 arcane damage.
Bloated ooze is not dazed anymore.
Adina is not dazed anymore.
Talent Infusion: Healing is ready to use.
Hurricane from Urkis, the High Tempest hits Adina for 102 lightning damage.
Hurricane from Urkis, the High Tempest hits Bloated ooze for 108 lightning damage.
Hurricane from Urkis, the High Tempest hits Bloated ooze for 108 lightning damage.
Hurricane from Urkis, the High Tempest hits Bloated ooze for 108 lightning damage.
Adina the level 22 cornac oozemancer was amped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.

















































































































