









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Berserker |
| Level / Exp | 24 / 47% |
| Size | medium |
| Lifes / Deaths | Killed by Aletta Soultorn at level 21 on the 69th Regrowth 123rd year of Ascendancy at 03:52 2 / 4Killed by worm that walks at level 23 on the 50th Pyre 123rd year of Ascendancy at 08:43 Killed by elven mage at level 24 on the 53rd Pyre 123rd year of Ascendancy at 06:26 Killed by Grand Corruptor at level 24 on the 54th Pyre 123rd year of Ascendancy at 22:52 |
Primary Stats
| Strength | 83 (base 51) |
| Dexterity | 17 (base 16) |
| Constitution | 64 (base 46) |
| Magic | 12 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 12 (base 11) |
Resources
| Life | 941/941 |
| Stamina | 189/189 |
| Healing Factor | 1.3993965053825 |
| Regeneration | 8.2110247340612 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 156 |
| Accuracy | 32 |
| Crit Chance | 16% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +30% |
| Darkness | +6% |
| Cold | +15% |
| Fire | +3% |
| Mind | +6% |
| All | +0% |
Offense: Damage Penetration
| Acid | +10% |
| Cold | +10% |
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 37.08934837382 (81.151787968034%) |
| Defense | 4 |
| Ranged Defense | 4 |
| Fatigue | 23 |
| Physical Save | 39 |
| Spell Save | 10 |
| Mental Save | 10 |
Defense: Resistances
| Acid | 31%( 70%) |
| Blight | 28%( 70%) |
| Arcane | 17%( 70%) |
| Cold | 34%( 70%) |
| All | 13%( 70%) |
| Darkness | 24%( 70%) |
| Light | 32%( 70%) |
| Temporal | 20%( 70%) |
| Physical | 20%( 70%) |
| Fire | 18%( 70%) |
| Lightning | 26%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 50% |
| Poison Resistance | 80% |
| Blind Resistance | 24% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 84 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 269 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Yvessra the forest wight. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by skeleton master archer. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You failed to protect the lost warrior from death by yellow jelly. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by blade horror. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They&039;ve never been blunted by use, so be careful you don&039;t get eaten.&WHITELIGHT_GREEN039;ve found the needed red crystal shard. The Brotherhood of Alchemists* You&WHITEREDWHITESLATE039;Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.&WHITELIGHT_GREEN039;ve found the needed vampire lord fang. * You&WHITEGREEN | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Till the Blood Runs Clear | done |
Equipment
| On feet | grounding pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +2 Con Changes resistances: +5% lightning / +8% temporal It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Duvumas the MurkfameInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +25% darkness / +10% acid Changes damage: +30% acid / +15% cold / +6% darkness Mental save: +7 (+7 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +7% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Belymiwe the Flashmight (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 42% * 20% chance to reduce armor by 20% Changes stats: +5 Str / +4 Wil Changes resistances: +12% blight / +9% physical / +9% acid Changes damage: +3% fire Physical save: +7 (+2 eff.) A cap made of leather. |
| Tool | Uledegar [power 145] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Light radius: +2 Healing mod.: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 437 Base Damage: 161 Armor: 11 All Resist: 1 Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 44.98 You won the Ring of Blood trial, and this is your reward. |
| On fingers | warrior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
| Around waist | noble&Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +6% blight Damage against: +15% Summoned Reduced damage from: +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | Glesethra the Hailstake (47-70 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 47.0 - 70.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +14 nature / +12 cold When wielded/worn: Physical crit. chance: +10.0% Physical power: +13 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 42% Changes resistances: +6% cold / +6% fire Changes resistances penetration: +10% cold Massive two-handed mauls. |
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable &039; to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 156.05 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | Mardorath the steel plate armour (0 def, 11 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +9% cold / +9% light / +3% darkness Changes damage: +6% mind Life regen: +2.20 Stamina each turn: +0.80 A suit of armour made of metal plates. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+4 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | steel amulet &039;Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag / +2 Wil / +1 Con Changes resistances: +12% acid / +13% light / +10% darkness Blindness immunity: +24% Light radius: +3 Amulets make your neck look great! |
Inventory
blink rune of the titan (range 5; phase 22; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. 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 spell talent. |
ethereal rune (power 10; resist 15%; move 31%; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 31% faster, and you are invisible (power 10). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 34; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 34 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 134; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 134 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 242; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 3 turns. 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 spell talent. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+12 eff.) Mental save: -7 (-7 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
insulating steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% fire / +13% cold Amulets make your neck look great! |
serendipitous gold amulet of strength (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +8 (+8 eff.) Changes stats: +9 Lck / +3 Str Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
starlit steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +14% light / +10% darkness Blindness immunity: +21% Amulets make your neck look great! |
vitalizing gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +12 Changes stats: +4 Con Critical mult.: +15.00% Physical save: +7 (+2 eff.) Life regen: +3.00 Maximum life: +31.00 Amulets make your neck look great! |
warrior&Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +5% physical Stamina each turn: +0.40 Amulets make your neck look great! |
psionicist&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% nature Changes damage: +10% nature Mental save: +6 (+6 eff.) Rings make your fingers look great! |
rogue&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +4 (+1 eff.) Rings make your fingers look great! |
Dagger of the Past (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+10 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+10 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Greenborn the iron dagger (16-20 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.5 - 20.2 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 light / +4 cold Damage (radius 2) on crit: +8 nature Sharp, short and deadly. |
iron dagger &039; (10-14 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+5 eff.) Changes resistances: +3% lightning Changes resistances penetration: +10% mind Reduces incoming crit damage: 15.00% Disarm immunity: +20% Only die when reaching: -20.00 life Sharp, short and deadly. |
Bill&Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target&ANTIQUE_WHITE |
Deepstooth the dwarven-steel greatsword (35-56 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 14% When wielded/worn: Armour penetration: +13 Physical crit. chance: +12.0% Changes resistances: +6% acid / +6% temporal / +9% mind / +9% nature Critical mult.: +27.00% Cut immunity: +20% Maximum life: +80.00 Massive two-handed swords. |
Korogar (22-31 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 temporal When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+6 eff.) Changes stats: +2 Mag Changes resistances: +7% temporal Changes resistances penetration: +10% arcane Critical mult.: +5.00% Disarm immunity: +25% Mana when firing critical spell: +2.00 Sharp, long, and deadly. |
dwarven-steel longsword &039; (22-31 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 19% chance to reduce all saves and defense by 17 Damage (Melee): +4 acid / +10 mind When wielded/worn: Accuracy: +20 (+9 eff.) Changes stats: +3 Str / +1 Dex / +3 Wil / +1 Cun Changes resistances: +1% physical Physical save: +6 (+2 eff.) Stamina each turn: +2.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer& Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +7% physical Disarm immunity: +12% Blunt and deadly. |
Kiblek (18-20 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 11 mind / 11 darkness Damage when hit (Melee): 4 mind Changes stats: +3 Cun / +3 Wil Changes resistances: +5% arcane / +7% physical Changes resistances penetration: +7% physical Changes damage: +9% arcane / +8% physical / +6% mind / +8% darkness Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +4.00 Maximum psi: +10.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +38 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. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 24.0 - 28.8 Uses stat: 125% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+15 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 15 power out of 15/15. The flames of Mal& |
This item will automatically be transmogrified when you leave the level.lifebinding yew vilestaff of illumination (20-24 power, 4 apr, acid element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +8 (+8 eff.) Changes stats: +4 Con Changes damage: +20% acid Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +14 (+8 eff.) Spell crit. chance: +3% Light radius: +3 Healing mod.: +14% 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 42.89 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. |
Blazepassion the dwarven-steel waraxe (20-27 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +4 lightning When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +10 (+10 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% nature / +3% fire Disarm immunity: +22% One-handed war axes. |
Flashpiercer (40-57 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +4 cold Damage (radius 1) on hit: +4 cold When wielded/worn: Accuracy: +19 (+8 eff.) Physical power: +5 (+1 eff.) Defense: +12 (+12 eff.) Damage when hit (Melee): 2 lightning Changes stats: +4 Dex / +5 Con Changes resistances penetration: +20% cold / +7% physical Changes damage: +6% lightning Disarm immunity: +50% Combat speed: +10% One-handed war axes. |
Scorchstreaker the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +3 Damage when hit (Melee): 2 arcane Changes stats: +4 Mag Changes resistances: +12% fire Changes damage: +9% acid Vim when firing critical spell: +2.00 Maximum mana: +60.00 Spellpower: +7 (+5 eff.) Mindpower: +8 (+4 eff.) A pair of boots made of leather. |
Sleetmark the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Effects on melee hit: * 10% chance to reduce damage dealt by 14% Changes damage: +15% cold Light radius: +1 A pair of boots made of leather. |
Zubita the Sunumbra (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str / +3 Wil / +3 Cun Changes damage: +3% light / +12% fire Physical save: +8 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +7 (+7 eff.) Infravision radius: +3 See invisible: +3 A pair of boots made of leather. |
blood-soaked pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Plaguenull (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Damage (Melee): 8 physical Changes resistances: +3% acid / +6% cold / +5% arcane Changes resistances penetration: +5% darkness Changes damage: +12% nature / +5% physical Spell save: +15 (+12 eff.) Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ragoregodar the Wintersting (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +2 Changes stats: +3 Dex Changes resistances: +6% blight / +9% cold / +9% light Changes resistances penetration: +5% cold Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+4 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable &039; to see combat stats. Can&LASTYELLOWLASTANTIQUE_WHITE |
iron gauntlets of butchering (0 def, 1 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes resistances: +6% blight Spell save: +9 (+9 eff.) Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Chaludunasin the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Mag / +3 Con Changes resistances penetration: +15% mind / +20% acid Infravision radius: +1 A cap made of leather. |
Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +6 Mag / +4 Wil / +4 Cun Changes resistances: +18% mind Changes damage: +7% blight / +12% arcane / +9% mind Mental save: +13 (+11 eff.) Confusion immunity: +25% Hate when firing a critical mind attack: +3.00 Maximum vim: +25.00 Spell crit. chance: +3% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 5% and all saves by 8, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Eclipsefury of the Blightspawn (0 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Effects when hit in melee: * 29% chance to reduce strength, dexterity, and constitution by 10 * 30% chance to reduce damage dealt by 14% Changes stats: +4 Wil Changes resistances: +8% blight / +14% mind / +3% nature Mental save: +24 (+17 eff.) Poison immunity: +20% Confusion immunity: +24% Maximum life: +100.00 Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Lisilranne (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +10 Str / +9 Wil / +3 Cun / +3 Con Changes resistances: +10% blight / +6% acid / +14% darkness / +11% light Changes resistances penetration: +10% acid Physical save: +7 (+2 eff.) Mental save: +18 (+14 eff.) Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Malslek the Accursed&Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+2 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-10 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+6 eff.) Mindpower: +15 (+7 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Quasit&Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
bladed iron helm of might (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +5 Str / +2 Con It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat of knowledge (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Cun / +4 Wil Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap &039; (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% temporal / +14% cold Changes resistances penetration: +15% arcane / +10% temporal Changes damage: +15% temporal Allows you to breathe in: water Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Coalrend of the Blightspawn (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to slow global speed by 42% Effects when hit in melee: * 29% chance to reduce strength, dexterity, and constitution by 10 * 20% chance to reduce damage dealt by 14% Changes stats: +4 Cun / +5 Wil Changes resistances: +15% blight / +18% fire / +14% nature / +6% mind Changes resistances penetration: +10% mind Changes damage: +6% nature Reduced damage from: +7% Unnatural Mental save: +16 (+13 eff.) A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
stralite mail armour &039; (4 def, 11 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+4 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to reduce damage dealt by 14% Changes resistances: +8% acid / +3% darkness / +29% blight / +10% cold / +26% nature / +3% fire Changes damage: +3% darkness / +12% fire Reduced damage from: +16% Unnatural Allows you to breathe in: water A suit of armour made of mail. |
Black Mesh (8 def, 2 armour, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable &039; to see combat stats. When wielded/worn: Armour: +2 Defense: +8 (+8 eff.) Ranged Defense: +8 (+8 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
voratun shield &039; (0 def, 10 armour, 209.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable &039; to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 76 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Cun / +3 Wil Changes resistances: +15% acid / +20% cold Changes damage: +9% nature Talent granted: +1 Block Maximum life: +51.00 Light radius: +3 Handheld deflection devices. |
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. |
60 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. |
4 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. |
7 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dairuldil the Icespar (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Damage when hit (Melee): 8 cold Changes stats: +2 Str / +4 Wil / +4 Cun Changes damage: +9% cold Hate when firing a critical mind attack: +2.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gloommaim the dwarven-steel pickaxe (dig speed 16 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% darkness Changes resistances penetration: +25% blight Changes damage: +6% blight / +8% fire / +8% mind / +6% light Mental save: +10 (+10 eff.) Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+6 eff.) Light radius: +5 See stealth: +6 See invisible: +6 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. |
Prox&Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
5 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. |
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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
elm totem of summon tentacle [power 100] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 102 Armor: 1 All Resist: 1 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
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. |
5 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By Cragor the Ghoul Berserker level 10
25th Dusk 122nd year of Ascendancy at 13:51 see stats
Exterminator
Killed 1000 creatures.By Cragor the Ghoul Berserker level 17
46th Haze 122nd year of Ascendancy at 23:35 see stats
Level 10
Got a character to level 10.By Cragor the Ghoul Berserker level 10
6th Flare 122nd year of Ascendancy at 01:30 see stats
Level 20
Got a character to level 20.By Cragor the Ghoul Berserker level 20
65th Regrowth 123rd year of Ascendancy at 03:41 see stats
The secret city
Discovered the truth about mages.By Cragor the Ghoul Berserker level 15
70th Dusk 122nd year of Ascendancy at 10:55 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Cragor the Ghoul Berserker level 19
51st Haze 122nd year of Ascendancy at 03:10 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Cragor the Ghoul Berserker level 17
13rd Haze 122nd year of Ascendancy at 10:48 see stats
Log
Lava floor heals Grand Corruptor!
Grand Corruptor casts Drain.
Grand Corruptor hits Cragor for 93 blight damage.
Grand Corruptor receives 134 healing.
Talent Stunning Blow is ready to use.
Rotting Disease from Grand Corruptor hits Cragor for 19 blight damage.
Weakness Disease from Grand Corruptor hits Cragor for 14 blight damage.
Lava floor burns Cragor!
Berserker Rage&LASTLASTUID:12515:0fbd578LASTLIGHT_REDLASTLASTGhoulish Leap.
Cragor speeds up.
Lava floor heals Grand Corruptor!
Grand Corruptor receives 134 healing.
Talent Shattering Blow is ready to use.
Weakness Disease from Grand Corruptor hits Cragor for 28 blight damage.
Rotting Disease from Grand Corruptor hits Cragor for 39 blight damage.
Cragor the level 24 ghoul berserker was tainted to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!
Cragor&LASTLIGHT_REDLASTLIGHT_BLUELASTLIGHT_REDLAST{bold}fbd578LAST
Saving game...
Talent Death Dance is ready to use.
Ran for 2 turns (stop reason: interesting character).
Saving done.













































































































