Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Ashes of Urh'Rok 1.4.0Official 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 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Infinite |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Paradox Mage |
| Level / Exp | 14 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by lava floor at level 14 on the 1st Flare 122nd year of Ascendancy at 10:00 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 28 (base 24) |
| Magic | 44 (base 40) |
| Willpower | 20 (base 17) |
| Cunning | 11 (base 10) |
Resources
| Life | -13/335 |
| Paradox | 341 |
| Healing Factor | 1 |
| Regeneration | 1.15 |
Speed
| Mental | -1.5099033134902E-12% |
| Attack | -1.5099033134902E-12% |
| Movement | -4.4408920985006E-14% |
| Spell | -1.5099033134902E-12% |
| Global | +138.84226032019% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 13 |
| Crit Chance | 11% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 11% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 33 |
| Mental Save | 15 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 60% |
| Stun Resistance | 30% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| 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 155 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Chronomancy / Stasis | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Gravity Locus |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target's will to defend itself is shattered by the powerful battle cry, reducing defense by 42. Battle Cry |
| beneficial effect | Increases global action speed by 12%. Haste |
| beneficial effect | Peer into the future, detecting enemies, increasing defense by 14, and granting a 2% chance to ignore critical hits. Precognition |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Increases global action speed by 26%. Speed |
| detrimental effect | The target suffers 35% spell failue. Spell Feedback |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | [vs. scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)] scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)[vs. scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)] scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Stamina each turn: +0.30 (-) Maximum stamina: +10.00 (-) Spellpower: +3 (+1 eff.) (-) A pair of boots made of leather. |
| On hands | [vs. Gloves of the Firm Hand (0 def, 8 armour) (On hands)] Gloves of the Firm Hand (0 def, 8 armour)[vs. Gloves of the Firm Hand (0 def, 8 armour) (On hands)] Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 (-) Changes stats: +4(-) Con Talents cooldown: Clinch (-2(-) turns) Disarm immunity: +40% (-) Stun/Freeze immunity: +30% (-) Knockback immunity: +30% (-) These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| On head | [vs. grounding rough leather cap of strength (+2) (0 def, 1 armour) (On head)] grounding rough leather cap of strength (+2) (0 def, 1 armour)[vs. grounding rough leather cap of strength (+2) (0 def, 1 armour) (On head)] grounding rough leather cap of strength (+2) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Str Changes resistances: +6%(-) lightning / +6%(-) temporal A cap made of leather. |
| Tool | [vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] iron pickaxe of endurance (dig speed 38 turns)[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% (-) Changes stats: +2(-) Str When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] marksman's copper ring of tenacity[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] marksman's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) (-) Changes stats: +2(-) Dex Disarm immunity: +20% (-) Pinning immunity: +21% (-) Knockback immunity: +20% (-) Maximum life: +21.00 (-) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
| On fingers | [vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] wizard's copper ring of power[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] wizard's copper ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-4 eff.)) Physical power: +5 (+4 eff.) Changes stats: +0(-2) Dex / +2 Mag Spell save: +4 (+2 eff.) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-21.00) Spellpower: +6 (+2 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
| Around neck | [vs. restful copper amulet of dexterity (+2) (Around neck)] restful copper amulet of dexterity (+2)[vs. restful copper amulet of dexterity (+2) (Around neck)] restful copper amulet of dexterity (+2) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% (-) Changes stats: +2(-) Dex Life regen: +0.90 (-) Amulets can have magical properties. |
| In main hand | [vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] Penitence (15-18 power, 4 apr, nature element)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] Penitence (15-18 power, 4 apr, nature element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Attack speed: 100% (-) When wielded/worn: Changes resistances: +40%(-) blight / +30%(-) nature Damage affinity(heal): +20%(-) nature Talents granted: +1.00(-) Command Staff Spell save: +15 (+7 eff.) (-) Disease immunity: +50% (-) Spellpower: +15 (+5 eff.) (-) Spell crit. chance: +10% (-) It can be used to cure up to 4 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| Main armor | [vs. linen robe of Linaniil (0 def, 0 armour) (Main armor)] linen robe of Linaniil (0 def, 0 armour)[vs. linen robe of Linaniil (0 def, 0 armour) (Main armor)] linen robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mana each turn: +0.10 (-) Maximum mana: +40.00 (-) Spellpower: +16 (+5 eff.) (-) Spell crit. chance: +6% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. thick linen cloak of protection (1 def, 5 armour) (Cloak)] thick linen cloak of protection (1 def, 5 armour)[vs. thick linen cloak of protection (1 def, 5 armour) (Cloak)] thick linen cloak of protection (1 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 (-) Defense: +1 (+0 eff.) (-) Changes resistances: +12%(-) cold Spell save: +6 (+3 eff.) (-) Mental save: +5 (+5 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | [vs. Spectral Cage (Light source)] Spectral Cage[vs. Spectral Cage (Light source)] Spectral Cage Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20%(-) cold Changes resistances penetration: +10%(-) cold Changes damage: +15%(-) cold Talents cooldown: Chill of the Tomb (-2(-) turns) Spellpower: +10 (+3 eff.) (-) Light radius: +5 (-) It can be used to release a will o' the wisp that will explode against your foes for 253 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Inventory
This item will automatically be transmogrified when you leave the level. sun infusion of the warrior (rad 6; power 27; turns 4; dispells darkness)sun infusion of the warrior (rad 6; power 27; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 13). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 27) for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Rune: Phase Door (on body)] phase door rune of the titan (range 7; power 23; dur 3)[vs. Rune: Phase Door (on body)] phase door rune of the titan (range 7; power 23; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7(-2). Afterwards you stay out of phase for 3(-2) turns. In this state all new negative status effects duration is reduced by 23%(+8%), your defense is increased by 23(+8) and all your resistances by 23%(+8%). Its effects scale with your +Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Rune: Phase Door (on body)] phase door rune of the warrior (range 6; power 18; dur 3)[vs. Rune: Phase Door (on body)] phase door rune of the warrior (range 6; power 18; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6(-3). Afterwards you stay out of phase for 3(-2) turns. In this state all new negative status effects duration is reduced by 18%(+3%), your defense is increased by 18(+3) and all your resistances by 18%(+3%). Its effects scale with your +Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the psychic (74 cold damage; 32 apply power) biting gale rune of the psychic (74 cold damage; 32 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 74.75 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 32. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (40 fire damage) heat beam rune (40 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] marksman's copper ring of time (+10%)[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] marksman's copper ring of time (+10%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) (+2 (+2 eff.)) Changes stats: +3(+1) Dex Changes resistances: +10% temporal Changes damage: +10% temporal Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-21.00) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] wizard's copper ring of light (+20%)[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] wizard's copper ring of light (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-4 eff.)) Changes stats: +0(-2) Dex / +2 Mag Changes resistances: +20% light Changes damage: +10% light Spell save: +4 (+2 eff.) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-21.00) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] marksman's steel ring of power[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] marksman's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+6 eff.) (+2 (+2 eff.)) Physical power: +5 (+4 eff.) Changes stats: +3(+1) Dex Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-21.00) Spellpower: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] marksman's steel ring of power[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] marksman's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+4 eff.) (-) Physical power: +6 (+4 eff.) Changes stats: +2(-) Dex Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-21.00) Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] mule's steel ring of corrosion (+20%)[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] mule's steel ring of corrosion (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-4 eff.)) Fatigue: -5% Changes stats: +0(-2) Dex Changes resistances: +20% acid Changes damage: +10% acid Maximum encumbrance: +20 Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-21.00) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] steel ring of corrosion (+24%)[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] steel ring of corrosion (+24%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-4 eff.)) Changes stats: +0(-2) Dex Changes resistances: +24% acid Changes damage: +12% acid Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-21.00) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] steel ring of perseverance[vs. marksman's copper ring of tenacity (On fingers, 1 of 2)] steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-4 eff.)) Changes stats: +0(-2) Dex Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Stun/Freeze immunity: +20% Knockback immunity: +0% (-20%) Life regen: +0.80 Maximum life: +0.00 (-21.00) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] Chokalthoneg (15-18 power, 3 apr, physical element)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. Chokalthoneg (15-18 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. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-1) Physical crit. chance: +3.0% Attack speed: 100% (-) Damage (Melee): +8 acid When wielded/worn: Physical crit. chance: +5.0% Armour: +2 Changes resistances: +0%(-40%) blight / +3% light / +0%(-30%) nature Changes damage: +15% physical Damage affinity(heal): +0%(-20%) nature Talents granted: +1.00(-) Command Staff Critical mult.: +10.00% Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Confusion immunity: +5% Spellpower: +6 (+2 eff.) (-9 (-3 eff.)) Spell crit. chance: +2% (-8%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] Oakripper (18-21.6 power, 3 apr, arcane element)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] Oakripper (18-21.6 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6(+3.0 - +3.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-1) Physical crit. chance: +3.0% Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +6.0% Defense: +5 (+0 eff.) Effects on melee hit: * 6% chance to blind Damage when hit (Melee): 4 nature Changes resistances: +0%(-40%) blight / +0%(-30%) nature Changes resistances penetration: +10% nature Changes damage: +18% arcane / +6% fire Damage affinity(heal): +0%(-20%) nature Talents granted: +1.00(-) Command Staff Critical mult.: +11.00% Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Spellpower: +9 (+3 eff.) (-6 (-2 eff.)) Spell crit. chance: +2% (-8%) 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 65.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] ash starstaff (15-18 power, 3 apr, light element)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. ash starstaff (15-18 power, 3 apr, light element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-1) Physical crit. chance: +3.0% Attack speed: 100% (-) When wielded/worn: Changes resistances: +0%(-40%) blight / +0%(-30%) nature Changes damage: +15% light Damage affinity(heal): +0%(-20%) nature Talents granted: +1.00(-) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Spellpower: +6 (+2 eff.) (-9 (-3 eff.)) Spell crit. chance: +2% (-8%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] shimmering ash starstaff (15-18 power, 3 apr, light element)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] shimmering ash starstaff (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-1) Physical crit. chance: +3.0% Attack speed: 100% (-) When wielded/worn: Changes resistances: +0%(-40%) blight / +0%(-30%) nature Changes damage: +15% light Damage affinity(heal): +0%(-20%) nature Talents granted: +1.00(-) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Mana each turn: +0.11 Maximum mana: +37.00 Spellpower: +6 (+2 eff.) (-9 (-3 eff.)) Spell crit. chance: +2% (-8%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] shimmering ash vilestaff of fate (15-18 power, 3 apr, blight element)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. shimmering ash vilestaff of fate (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-1) Physical crit. chance: +3.0% Attack speed: 100% (-) When wielded/worn: Changes resistances: +0%(-40%) blight / +0%(-30%) nature Changes damage: +15% blight Damage affinity(heal): +0%(-20%) nature Talents granted: +1.00(-) Command Staff Physical save: +7 (+6 eff.) Spell save: +5 (+2 eff.) (-10 (-5 eff.)) Mental save: +5 (+5 eff.) Disease immunity: +0% (-50%) Mana each turn: +0.14 Maximum mana: +30.00 Spellpower: +6 (+2 eff.) (-9 (-3 eff.)) Spell crit. chance: +6% (-4%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] cruel elven-wood magestaff of fate (25-30 power, 5 apr, arcane element)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. cruel elven-wood magestaff of fate (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0(+10.0 - +12.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 (+1) Physical crit. chance: +4.5% Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +0%(-40%) blight / +0%(-30%) nature Changes damage: +25% arcane Damage affinity(heal): +0%(-20%) nature Talents granted: +1.00(-) Command Staff Critical mult.: +10.00% Physical save: +8 (+7 eff.) Spell save: +5 (+2 eff.) (-10 (-5 eff.)) Mental save: +5 (+5 eff.) Disease immunity: +0% (-50%) Spellpower: +12 (+4 eff.) (-3 (-1 eff.)) Spell crit. chance: +8% (-2%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] flaming steel battleaxe of massacre (27-40.5 power, 2 apr)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. flaming steel battleaxe of massacre (27-40.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5(+12.0 - +22.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-2) Physical crit. chance: +5.0% Attack speed: 100% (-) Burst (radius 1) on hit: +9 fire When wielded/worn: Changes resistances: +0%(-40%) blight / +0%(-30%) nature Damage affinity(heal): +0%(-20%) nature Talent granted: +0(+-1) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-10%) Massive two-handed battleaxes. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] iron greatmaul (18.5-27.75 power, 1 apr)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. iron greatmaul (18.5-27.75 power, 1 apr) Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8(+3.5 - +9.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-3) Physical crit. chance: +0.5% Attack speed: 100% (-) When wielded/worn: Changes resistances: +0%(-40%) blight / +0%(-30%) nature Damage affinity(heal): +0%(-20%) nature Talent granted: +0(+-1) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-10%) Massive two-handed mauls. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] acidic iron greatsword of projection (15-24 power, 1 apr)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. acidic iron greatsword of projection (15-24 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0(+0.0 - +6.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-3) Physical crit. chance: +2.5% Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +9 mind / +10 acid When wielded/worn: Changes resistances: +0%(-40%) blight / +0%(-30%) nature Damage affinity(heal): +0%(-20%) nature Talent granted: +0(+-1) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-10%) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] steel greatsword of massacre (34-54.4 power, 2 apr)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. steel greatsword of massacre (34-54.4 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. Base power: 34.0 - 54.4(+19.0 - +36.4) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-2) Physical crit. chance: +3.0% Attack speed: 100% (-) When wielded/worn: Changes resistances: +0%(-40%) blight / +0%(-30%) nature Damage affinity(heal): +0%(-20%) nature Talent granted: +0(+-1) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-10%) Massive two-handed swords. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] arcing stralite longsword of daylight (36-50.4 power, 5 apr)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. arcing stralite longsword of daylight (36-50.4 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4(+21.0 - +32.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 (+1) Physical crit. chance: +4.5% Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning / +11 light Damage against: +10% Undead When wielded/worn: Changes resistances: +0%(-40%) blight / +0%(-30%) nature Damage affinity(heal): +0%(-20%) nature Talent granted: +0(+-1) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-10%) Sharp, long, and deadly. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] acidic iron waraxe of vileness (11.5-16.1 power, 2 apr)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. acidic iron waraxe of vileness (11.5-16.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1(-3.5 - -1.9) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-2) Physical crit. chance: +3.5% Attack speed: 100% (-) On weapon hit: * 8% chance to disease (+8%) On weapon crit: + splashes the target with acid Damage (Melee): +5 acid / +10 blight When wielded/worn: Changes resistances: +0%(-40%) blight / +0%(-30%) nature Damage affinity(heal): +0%(-20%) nature Talent granted: +0(+-1) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-10%) One-handed war axes. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] iron waraxe (10-14 power, 2 apr)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. iron waraxe (10-14 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0(-5.0 - -4.0) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-2) Physical crit. chance: +3.5% Attack speed: 100% (-) When wielded/worn: Changes resistances: +0%(-40%) blight / +0%(-30%) nature Damage affinity(heal): +0%(-20%) nature Talent granted: +0(+-1) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-10%) One-handed war axes. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind damage)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. horrifying mossy mindstar (2.5-2.75 power, 12 apr, mind 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(-12.5 - -15.2) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+8) Physical crit. chance: +2.5% Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes resistances: +0%(-40%) blight / +0%(-30%) nature Changes damage: +3% mind / +3% darkness Damage affinity(heal): +0%(-20%) nature Talent granted: +0(+-1) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-10%) 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. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] mossy mindstar (3-3.3 power, 12 apr, mind damage)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. mossy mindstar (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(-12.0 - -14.7) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+8) Physical crit. chance: +2.5% Attack speed: 100% (-) When wielded/worn: Changes resistances: +0%(-40%) blight / +0%(-30%) nature Damage affinity(heal): +0%(-20%) nature Talent granted: +0(+-1) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-10%) 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. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-12.5 - -15.2) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+8) Physical crit. chance: +2.5% Attack speed: 100% (-) When wielded/worn: Changes resistances: +3%(-37%) blight / +0%(-30%) nature Changes damage: +2% nature Damage affinity(heal): +0%(-20%) nature Talent granted: +0(+-1) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +11% (-39%) Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-10%) 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. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] vined mindstar 'Squalorslicer' (4-4.4 power, 18 apr, mind damage)[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. vined mindstar 'Squalorslicer' (4-4.4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 4.0 - 4.4(-11.0 - -13.6) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+14) Physical crit. chance: +3.0% Attack speed: 100% (-) On weapon hit: * Slows global speed by 40% (+40%) When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight / 4 mind / 3 darkness Changes resistances: +0%(-40%) blight / +0%(-30%) nature Changes damage: +2% acid / +2% mind / +3% darkness Damage affinity(heal): +0%(-20%) nature Talent granted: +0(+-1) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Equilibrium when hit: +0.60 Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-10%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Life leech chance: +6% Life leech: +7% 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. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] mighty elven-wood longbow of fire[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. mighty elven-wood longbow of fire Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-4) Attack speed: 125% (+25%) Firing range: +9 Damage (Ranged): +7 fire When wielded/worn: Physical power: +6 (+4 eff.) Changes stats: +2 Str Changes resistances: +0%(-40%) blight / +0%(-30%) nature Changes damage: +8% fire Damage affinity(heal): +0%(-20%) nature Talent granted: +0(+-1) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-10%) Longbows are used to shoot arrows at your foes. |
[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] steady hardened leather sling of power[vs. Penitence (15-18 power, 4 apr, nature element) (In main hand)] This item will automatically be transmogrified when you leave the level. steady hardened leather sling of power Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-4) Attack speed: 125% (+25%) Firing range: +8 When wielded/worn: Accuracy: +7 (+6 eff.) Changes resistances: +0%(-40%) blight / +0%(-30%) nature Changes resistances penetration: +11% physical Changes damage: +10% physical Damage affinity(heal): +0%(-20%) nature Talent cooldown: Steady Shot (-1 turn) Talent granted: +0(+-1) Command Staff Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Disease immunity: +0% (-50%) Spellpower: +0 (+0 eff.) (-15 (-5 eff.)) Spell crit. chance: +0% (-10%) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. slimey-burst quiver of yew arrows of wind (19/19, 34-47.6 power, 10 apr)slimey-burst quiver of yew arrows of wind (19/19, 34-47.6 power, 10 apr) Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 19 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Burst (radius 1) on hit: +5 nature slow Burst (radius 2) on crit: +5 nature slow Arrows are used with bows to pierce your foes to death. |
[vs. linen robe of Linaniil (0 def, 0 armour) (Main armor)] Zubamitira the reinforced leather armour (14 def, 12 armour)[vs. linen robe of Linaniil (0 def, 0 armour) (Main armor)] Zubamitira the reinforced leather armour (14 def, 12 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Armour: +12 Defense: +14 (+3 eff.) Fatigue: +0% Damage (Melee): 16 acid / 11 fire Damage when hit (Melee): 12 acid / 12 fire Changes stats: +4 Cun Changes resistances: +20% acid / +16% fire / +9% physical Changes resistances penetration: +10% physical Physical save: +34 (+20 eff.) Mental save: +18 (+11 eff.) Mana each turn: +0.00 (-0.10) Maximum life: +20.00 Maximum mana: +0.00 (-40.00) Spellpower: +0 (+0 eff.) (-16 (-5 eff.)) Spell crit. chance: +0% (-6%) A suit of armour made of leather. |
[vs. linen robe of Linaniil (0 def, 0 armour) (Main armor)] prismatic steel mail armour of stability (2 def, 6 armour)[vs. linen robe of Linaniil (0 def, 0 armour) (Main armor)] This item will automatically be transmogrified when you leave the level. prismatic steel mail armour of stability (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +6% physical / +10% light / +12% darkness Physical save: +11 (+8 eff.) Mana each turn: +0.00 (-0.10) Maximum mana: +0.00 (-40.00) Spellpower: +0 (+0 eff.) (-16 (-5 eff.)) Spell crit. chance: +0% (-6%) A suit of armour made of mail. |
[vs. linen robe of Linaniil (0 def, 0 armour) (Main armor)] spiked steel plate armour of acid resistance (4 def, 9 armour)[vs. linen robe of Linaniil (0 def, 0 armour) (Main armor)] This item will automatically be transmogrified when you leave the level. spiked steel plate armour of acid resistance (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+0 eff.) Fatigue: +22% Damage when hit (Melee): 12 physical Changes resistances: +17% acid Mana each turn: +0.00 (-0.10) Maximum mana: +0.00 (-40.00) Spellpower: +0 (+0 eff.) (-16 (-5 eff.)) Spell crit. chance: +0% (-6%) A suit of armour made of metal plates. |
[vs. thick linen cloak of protection (1 def, 5 armour) (Cloak)] linen cloak of Iron Throne (1 def, 0 armour)[vs. thick linen cloak of protection (1 def, 5 armour) (Cloak)] linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +1 (+0 eff.) (-) Changes stats: +1 Str / +1 Con Changes resistances: +0%(-12%) cold Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-5 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Gloves of the Firm Hand (0 def, 8 armour) (On hands)] rough leather gloves 'Earthquake' (0 def, 1 armour)[vs. Gloves of the Firm Hand (0 def, 8 armour) (On hands)] rough leather gloves 'Earthquake' (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-7) Damage (Melee): 6 lightning Damage when hit (Melee): 8 nature Changes stats: +0(-4) Con Changes resistances: +5% lightning Changes resistances penetration: +5% nature Changes damage: +3% lightning Talent cooldown: Clinch ((+0(+2) turn) Disarm immunity: +0% (-40%) Stun/Freeze immunity: +0% (-30%) Knockback immunity: +0% (-30%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. grounding rough leather cap of strength (+2) (0 def, 1 armour) (On head)] shimmering linen wizard hat of darkness (+16%) (1 def, 0 armour)[vs. grounding rough leather cap of strength (+2) (0 def, 1 armour) (On head)] This item will automatically be transmogrified when you leave the level. shimmering linen wizard hat of darkness (+16%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+0 eff.) Fatigue: +0% (-1%) Changes stats: +0(-2) Str Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +16% darkness Changes damage: +10% arcane / +11% darkness Maximum mana: +11.00 A pointy cloth hat, very wizardly... |
[vs. grounding rough leather cap of strength (+2) (0 def, 1 armour) (On head)] grounding rough leather cap of dexterity (+2) (0 def, 1 armour)[vs. grounding rough leather cap of strength (+2) (0 def, 1 armour) (On head)] grounding rough leather cap of dexterity (+2) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +0(-2) Str / +2 Dex Changes resistances: +5%(-1%) lightning / +5%(-1%) temporal A cap made of leather. |
[vs. grounding rough leather cap of strength (+2) (0 def, 1 armour) (On head)] Steel Helm of Garkul (0 def, 6 armour)[vs. grounding rough leather cap of strength (+2) (0 def, 1 armour) (On head)] Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training 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 (+5) Fatigue: +8% (+7%) Changes stats: +5(+3) Str / +4 Wil / +5 Con Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+9 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+8 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
[vs. grounding rough leather cap of strength (+2) (0 def, 1 armour) (On head)] prismatic dwarven-steel helm of constitution (+3) (0 def, 4 armour)[vs. grounding rough leather cap of strength (+2) (0 def, 1 armour) (On head)] This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel helm of constitution (+3) (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (+3) Fatigue: +4% (+3%) Changes stats: +0(-2) Str / +3 Con Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +11% light / +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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. |
2 aquamarine 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+5 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+7 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+6 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+7 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
70 alchemist agate 70 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. |
[vs. Spectral Cage (Light source)] Wintertide Phial[vs. Spectral Cage (Light source)] Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes resistances: +0%(-20%) cold Changes resistances penetration: +0%(-10%) cold Changes damage: +0%(-15%) cold Talent cooldown: Chill of the Tomb ((+0(+2) turn) Spellpower: +0 (+0 eff.) (-10 (-3 eff.)) Light radius: +1 (-4) Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
[vs. Spectral Cage (Light source)] Summertide Phial[vs. Spectral Cage (Light source)] Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light / +0%(-20%) cold Changes resistances penetration: +0%(-10%) cold Changes damage: +10% light / +0%(-15%) cold Talent cooldown: Chill of the Tomb ((+0(+2) turn) Spellpower: +0 (+0 eff.) (-10 (-3 eff.)) Light radius: +4 (-1) Healing mod.: +10% It can be used to call light (69 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] iron pickaxe of endurance (dig speed 37 turns)[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] This item will automatically be transmogrified when you leave the level. iron pickaxe of endurance (dig speed 37 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% (-) Changes stats: +3(+1) Str When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] quick iron torque of thermal psionic shield [power 15] (16 cooldown)[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] quick iron torque of thermal psionic shield [power 15] (16 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +0(-2) Str When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 15 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] quick steel torque of kinetic psionic shield [power 23] (14 cooldown)[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] quick steel torque of kinetic psionic shield [power 23] (14 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +0(-2) Str When carried: Talent granted: +0(+-1) Dig It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] elm totem of cure ailments [power 1] (10 cooldown)[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] elm totem of cure ailments [power 1] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +0(-2) Str When carried: Talent granted: +0(+-1) Dig It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] elven-wood totem of thorny skin [power 49] (20 cooldown)[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] This item will automatically be transmogrified when you leave the level. elven-wood totem of thorny skin [power 49] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +0(-2) Str When carried: Talent granted: +0(+-1) Dig It can be used to harden the skin for 7 turns increasing armour by 49 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] ash wand of clairvoyance [power 10] (6 cooldown)[vs. iron pickaxe of endurance (dig speed 38 turns) (Tool)] ash wand of clairvoyance [power 10] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +0(-2) Str When carried: Talent granted: +0(+-1) Dig It can be used to reveal the area around you, dispelling darkness (radius 10, power 60 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Jaleien the Shalore Paradox Mage level 7
4th Mirth 122nd year of Ascendancy at 09:06 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Jaleien the Shalore Paradox Mage level 8
6th Mirth 122nd year of Ascendancy at 04:28 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Jaleien the Shalore Paradox Mage level 10
8th Mirth 122nd year of Ascendancy at 01:47 see stats
Log
Lava floor hits Jaleien for (30 absorbed), 0 fire (0 total damage).
Jaleien casts Grace of the Eternals.
Jaleien speeds up.
Jaleien casts Haste.
Jaleien speeds up.
You feel the edges of spacetime begin to ripple and bend!
Jaleien casts Repulsion Blast.
Khulmanar, General of Urh'Rok punishes Jaleien for casting a spell!
Jaleien resists the mind attack!
Jaleien is surrounded by antimagic forces.
Khulmanar, General of Urh'Rok resists the knockback!
Khulmanar, General of Urh'Rok hits Jaleien for (51 absorbed), 0 mind (0 total damage).
Jaleien hits Khulmanar, General of Urh'Rok for 157 physical damage.
Khulmanar, General of Urh'Rok casts Infernal Breath.
Your shield crumbles under the damage!
The shield around Jaleien crumbles.
Lava floor hits Khulmanar, General of Urh'Rok for 0 fire damage.
Khulmanar, General of Urh'Rok hits Jaleien for (19 absorbed), 206 fire (206 total damage).
Lava floor burns Jaleien!
Lava floor hits Jaleien for 31 fire damage.
Jaleien's Dimensional Step has been disrupted by anti-magic forces!
Lava floor burns Jaleien!
Lava floor hits Jaleien for 19 fire damage.
Jaleien's Dimensional Step has been disrupted by anti-magic forces!
Khulmanar, General of Urh'Rok receives 40 healing from Khulmanar, General of Urh'Rok's demonfire area effect.
Khulmanar, General of Urh'Rok's demonfire area effect hits Jaleien for 52 fire damage.
Lava floor hits Khulmanar, General of Urh'Rok for 0 fire damage.
Saving game...
