Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Ghoul |
| Class | Brawler |
| Level / Exp | 200 / 1381% |
| Size | medium |
| Lifes / Deaths | Killed by Xivea the white crystal at level 18 on the 3rd Summertide 122nd year of Ascendancy at 16:54 2 / 6Killed by Isliriba the cutpurse at level 159 on the 2nd Haze 122nd year of Ascendancy at 14:38 Killed by I'll Eat You's temporal clone at level 200 on the 55th Haze 122nd year of Ascendancy at 06:42 Killed by Ivadama the skeleton master archer at level 200 on the 66th Haze 122nd year of Ascendancy at 07:15 Killed by Glyda the master vampire at level 200 on the 66th Haze 122nd year of Ascendancy at 08:51 Killed by I'll Eat You at level 200 on the 66th Haze 122nd year of Ascendancy at 08:55 |
Primary Stats
| Strength | 282 (base 100) |
| Dexterity | 182 (base 100) |
| Constitution | 325 (base 100) |
| Magic | 172 (base 100) |
| Willpower | 252 (base 100) |
| Cunning | 248 (base 100) |
Resources
| Life | 20064/20064 |
| Stamina | 1414/1414 |
| Healing Factor | 2.5 |
| Regeneration | 172.09372561116 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -49.954940597627% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 25 |
| See Stealth | 113 |
| See Invisible | 134 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Barehand
| Damage | 488 |
| Accuracy | 154 |
| Crit Chance | 117% |
| APR | 146 |
| Speed | 0.55 |
Offense: Spell
| Spellpower | 89.6 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 116.76666666667 |
| Crit Chance | 99% |
| Speed | 1 |
Offense: Damage Bonus
| All | +8% |
Offense: Damage Penetration
| All | +13% |
Defense: Base
| Armour (hardiness) | 148 (100%) |
| Defense | 120.80065306122 |
| Ranged Defense | 122.2292244898 |
| Fatigue | 0 |
| Physical Save | 121.35 |
| Spell Save | 107.15 |
| Mental Save | 138.14285714286 |
Defense: Resistances
| All | + 47%( 77%) |
Defense: Immunities
| Stun Resistance | 55% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 85% |
| Silence Resistance | 15% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 79% |
| Pinning Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 38% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 823 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 1100 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 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%. |
Class Talents
| Cunning / Tactical | 1.50 |
| 3/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Technique / Combat techniques | 1.10 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 20/5 |
| 11/5 |
| 20/5 |
| Technique / Pugilism | 1.50 |
| 20/5 |
| 3/5 |
| 20/5 |
| 20/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 20/5 |
| 5/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 11/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 20/5 |
| 8/5 |
| 20/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.50 |
| 20/5 |
| 20/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.30 |
| 13/5 |
| 1/5 |
| 20/5 |
| 5/5 |
| Technique / Combat training | 1.70 |
| 20/5 |
| 1/5 |
| 20/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.40 |
| 1/5 |
| 20/5 |
| 3/5 |
| 20/5 |
| Technique / Conditioning | 1.10 |
| 11/5 |
| 7/5 |
| 14/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| beneficial effect | Has a 78% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (3.5 throws remaining) Grappling Defensively |
| 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 |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| beneficial effect | Countering melee attacks: Has a 91% chance to get an automatic counter attack when avoiding a melee attack. (3.3 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by Ce'Nyba the giant acid ant. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by giant black ant. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Burb the snow giant champion. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by stone troll. Escort: repented thief (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Horned Horror. * 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'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 608. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed ice wyrm tooth. * You've found the needed mummified bone. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed storm wyrm claw. * You've found the needed bloated horror heart. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed bear paw. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eremyrig (0 def, 10 armour) Eremyrig (0 def, 10 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +10 Fatigue: -5% Damage when hit (Melee): 4 acid Changes stats: +5 Str / +5 Dex / +7 Mag / +10 Wil / +12 Cun / +25 Con Changes resistances: +11% lightning / +11% temporal / +11% fire / +11% cold / +3% acid Changes resistances penetration: +26% physical Changes damage: +3% acid Physical save: +19 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +18 (+2 eff.) Stamina each turn: +1.60 Maximum life: +47.00 Maximum stamina: +28.00 Lowers spell cool-downs by: 10% Mindpower: +14 (+2 eff.) Infravision radius: +3 Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 44 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Fulichik the Lavapassion (41/41, 43-60.2 power, 20 apr) Fulichik the Lavapassion (41/41, 43-60.2 power, 20 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 43.0 - 60.2 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +13.0% Capacity: 41 Turns elapse between self-loadings: 4 On weapon hit: * 63% chance to corrode armour * 13% chance to cause random gloom * 20% chance to torment the target * 25% chance for lightning to arc to a second target * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown Travel speed: +600% Damage (Ranged): +8 lightning / +8 temporal / +25 darkness / +4 fire / +16 acid / +8 physical / +20 insidious poison / +8 cold / +41 mind Burst (radius 1) on hit: +4 mind / +4 acid Burst (radius 2) on crit: +12 mind / +12 fire Damage against: +8% Living Arrows are used with bows to pierce your foes to death. |
| On hands | (Forged Item) heroic drakeskin leather gloves of the starseeker (0 def, 9 armour) (Forged Item) heroic drakeskin leather gloves of the starseeker (0 def, 9 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Attack speed: -1000% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +14 insidious poison When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +14 Physical crit. chance: +13.0% Armour: +9 Changes stats: +2 Dex / +6 Mag / +4 Cun Changes resistances: +10% light / +10% darkness Changes resistances penetration: +7% physical / +6% mind / +7% darkness Changes damage: +7% physical Critical mult.: +12.00% Mental save: +15 (+2 eff.) Maximum life: +79.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 38.0 - 41.8 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). Burst (radius 2) on crit: +43 light / +49 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 146.81 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Woemight (0 def, 5 armour) Woemight (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 25 mind / 8 blight Changes stats: +13 Str / +9 Dex / +7 Mag / +15 Wil / +14 Con Changes resistances: +15% acid / +18% darkness / +14% fire / +15% blight / +15% cold / +25% mind / +11% lightning Changes resistances penetration: +5% mind Changes damage: +13% blight / +20% arcane Physical save: +13 (+2 eff.) Mental save: +59 (+8 eff.) Confusion immunity: +50% Spell crit. chance: +5% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 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 14 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 238 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | stralite ring 'Gloomviper' stralite ring 'Gloomviper'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +28 (+4 eff.) Armour penetration: +14 Physical power: +40 (+4 eff.) Defense: +15 (+4 eff.) Damage when hit (Melee): 12 darkness Changes stats: +18 Str / +9 Dex / +28 Wil / +24 Cun / +23 Con Changes resistances: +36% lightning / +36% cold / +6% darkness / +76% fire Changes resistances penetration: +10% fire Changes damage: +18% lightning / +35% fire / +18% cold / +8% all Critical mult.: +25.00% Physical save: +26 (+4 eff.) Spell save: +21 (+4 eff.) Mental save: +16 (+2 eff.) Cut immunity: +10% Life regen: +5.10 Maximum life: +234.00 Maximum stamina: +34.00 Spellpower: +17 (+3 eff.) Mindpower: +43 (+7 eff.) Healing mod.: +72% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | gold ring 'Islyriassra' gold ring 'Islyriassra'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +49 (+6 eff.) Armour penetration: +12 Physical crit. chance: +1.0% Physical power: +15 (+2 eff.) Armour: +8 Defense: +17 (+4 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +7 Str / +22 Dex / +20 Mag / +35 Wil / +43 Cun / +16 Con Changes resistances: +9% acid / +9% blight Reduces incoming crit damage: 10.00% Physical save: +9 (+1 eff.) Spell save: +46 (+8 eff.) Mental save: +14 (+2 eff.) Blindness immunity: +37% Silence immunity: +15% Disarm immunity: +38% Pinning immunity: +34% Stun/Freeze immunity: +5% Knockback immunity: +38% Life regen: +1.40 Maximum life: +102.00 Maximum stamina: +50.00 Spellpower: +21 (+4 eff.) Mindpower: +28 (+4 eff.) Infravision radius: +5 See stealth: +13 See invisible: +17 Healing mod.: +19% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around neck | (Forged Item) Galequencher (Forged Item) GalequencherPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Attack speed: -1000% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Travel speed: +200% Damage (Melee): +8 nature / +7 temporal Damage (Ranged): +8 acid When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +15 Physical crit. chance: +13.0% Physical power: +31 (+3 eff.) Armour: +7 Defense: +19 (+5 eff.) Damage (Melee): 15 light / 14 darkness Effects when hit in melee: * 15% chance to inflict damage reduction * 12% chance to blind Damage when hit (Melee): 12 lightning Changes stats: +19 Str / +11 Dex / +13 Mag / +23 Wil / +5 Cun / +4 Con Changes resistances: +23% mind / +3% all Changes resistances cap: +7% all Changes resistances penetration: +7% lightning / +13% physical / +7% darkness / +7% mind / +7% nature Changes damage: +6% lightning / +16% temporal / +31% light / +49% physical / +28% darkness / +11% acid Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Critical mult.: +19.00% Physical save: +23 (+3 eff.) Mental save: +30 (+4 eff.) Disarm immunity: +41% Confusion immunity: +93% Teleport immunity: +100% Stamina when hit: +0.60 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +80.00 Maximum vim: +20.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +16% Mindpower: +26 (+4 eff.) Combat speed: +10% It can be used to teleport you randomly (rad 230), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
| Main armor | Muckblight (34 def, 43 armour) Muckblight (34 def, 43 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +37 Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Armour: +43 Defense: +34 (+9 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 45% Damage (Melee): 20 acid / 9 fire Damage (Ranged): 18 acid / 10 fire Damage when hit (Melee): 14 light Changes stats: +21 Cun / +15 Wil Changes resistances: +28% lightning / +26% darkness / +30% fire / +69% nature / +63% acid / +30% physical / +26% blight / +26% cold / +7% arcane Changes resistances penetration: +5% arcane / +5% nature Changes damage: +3% arcane / +3% nature Critical mult.: +20.00% Mental save: +73 (+9 eff.) Life regen: +38.90 Maximum life: +294.00 Light radius: +2 Healing mod.: +127% A suit of armour made of leather. |
| Light source | Betowe BetowePowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Armour: +10 Defense: +21 (+5 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 30 fire Changes stats: +11 Cun / +7 Mag Changes resistances: +10% temporal / +15% darkness / +10% fire / +3% nature / +1% physical / +3% light / +15% blight / +10% cold / +3% mind / +5% arcane Changes resistances penetration: +13% all Changes damage: +3% mind Reduces incoming crit damage: 5.00% Physical save: +26 (+4 eff.) Spell save: +18 (+3 eff.) Mental save: +75 (+10 eff.) Blindness immunity: +48% Confusion immunity: +30% Pinning immunity: +10% Spellpower: +23 (+5 eff.) Spell crit. chance: +6% Mindpower: +11 (+2 eff.) Mental crit. chance: +12% Light radius: +4 Infravision radius: +15 See stealth: +100 See invisible: +111 Defense after a teleport: +24 Resist all after a teleport: +21% New effects duration reduction after a teleport: +40% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 11 turns, and deals 120 blight damage or heals 149 life. Creatures standing in the retch also have 14% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | Layirivea (71 def, 56 armour) Layirivea (71 def, 56 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+4 eff.) Armour penetration: +35 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +56 Defense: +71 (+18 eff.) Fatigue: -6% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 16 acid / 4 blight Changes stats: +13 Str / +21 Dex / +6 Mag / +18 Wil / +28 Cun / +7 Con Changes resistances: +18% acid / +25% darkness / +25% light / +35% fire / +70% cold / +9% lightning Changes resistances penetration: +20% darkness Changes damage: +21% darkness Grants telepathy: Humanoid/Orc Talent mastery: +0.40 Technique / Combat training Critical mult.: +30.00% Stealth bonus: +46 Physical save: +89 (+13 eff.) Spell save: +46 (+8 eff.) Mental save: +72 (+9 eff.) Stamina each turn: +1.50 Mana each turn: -0.51 Spell crit. chance: +8% Mental crit. chance: +15% See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Attack speed: -1000% On weapon hit: * 8% chance to daze Travel speed: +200% Damage (Ranged): +8 acid When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +4 Str / +2 Dex / +2 Mag / +5 Wil / +2 Cun / +2 Con Changes resistances: +20% blight / +20% cold / +20% nature Changes resistances penetration: +7% lightning Changes damage: +11% acid / +11% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
Elixir of Serendipity Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
Betherabeth the Sulfurraze Betherabeth the SulfurrazePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +4 (+0 eff.) Armour: +5 Defense: +6 (+2 eff.) Fatigue: -6% Changes stats: +1 Str / +6 Dex / +2 Mag / +5 Cun / +7 Con Changes resistances cap: +4% all Changes damage: +6% temporal / +6% light / +6% darkness / +3% nature / +6% physical Physical save: +32 (+5 eff.) Life regen: +0.90 Stamina each turn: +1.50 Maximum stamina: +5.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Movement speed: +10% Healing mod.: +5% Amulets can have magical properties. |
copper amulet 'Abyssradiance' copper amulet 'Abyssradiance'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +6 Con Changes resistances: +3% blight / +13% light / +13% darkness Changes resistances penetration: +15% blight Changes damage: +12% blight / +18% fire Blindness immunity: +23% Amulets can have magical properties. |
copper amulet 'Beturiawen' copper amulet 'Beturiawen'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +12 (+1 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -10% Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 7% chance to blind * 7% chance to inflict damage reduction Changes stats: +14 Str / +15 Dex / +6 Mag / +13 Wil / +7 Cun / +9 Con Changes resistances: +14% lightning / +3% temporal / +14% fire / +3% acid / +13% cold Changes damage: +27% physical / +22% light / +7% blight / +7% fire / +22% darkness / +15% temporal Talent mastery: +0.15 Technique / Unarmed discipline Critical mult.: +12.00% Physical save: +61 (+9 eff.) Spell save: +46 (+8 eff.) Mental save: +33 (+4 eff.) Disarm immunity: +10% Confusion immunity: +13% Pinning immunity: +5% Stun/Freeze immunity: +26% Teleport immunity: +50% Life regen: +2.50 Stamina each turn: +0.60 Spellpower: +19 (+4 eff.) Spell crit. chance: +12% Mindpower: +7 (+1 eff.) See invisible: +9 Movement speed: +10% Combat speed: +20% It can be used to teleport you randomly (rad 37), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
copper amulet 'Samidig' copper amulet 'Samidig'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +10 Physical crit. chance: +8.0% Physical power: +12 (+1 eff.) Armour: +12 Defense: +18 (+5 eff.) Fatigue: -6% Changes stats: +2 Mag / +10 Wil / +8 Cun / +4 Con Changes resistances: +12% fire / +6% temporal / +6% light / +15% nature Changes resistances cap: +9% all Changes damage: +5% acid / +12% physical / +5% cold / +12% temporal / +5% fire / +6% mind / +5% lightning Critical mult.: +24.00% Physical save: +59 (+8 eff.) Spell save: +70 (+12 eff.) Mental save: +47 (+6 eff.) Blindness immunity: +48% Disease immunity: +10% Cut immunity: +50% Confusion immunity: +39% Stun/Freeze immunity: +25% Life regen: +1.40 Only die when reaching: -120.00 life Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Mindpower: +21 (+3 eff.) Infravision radius: +11 Sight radius: +6 See invisible: +21 Combat speed: +20% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 550 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
stralite amulet 'Kheluleg' stralite amulet 'Kheluleg'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +8 Str / +7 Dex / +4 Mag / +6 Wil Changes resistances: +22% fire / +18% cold / +23% mind / +15% temporal Changes resistances penetration: +10% temporal Changes damage: +16% acid / +9% physical / +7% cold / +8% fire / +7% lightning Confusion immunity: +44% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Combat speed: +10% Amulets can have magical properties. |
Xerulrath the stralite battleaxe (81-121.5 power, 4 apr) Xerulrath the stralite battleaxe (81-121.5 power, 4 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 81.0 - 121.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +7.5% Attack speed: 143% On weapon hit: * 42% chance to cause random gloom * 35% chance to disease * Random elemental explosion On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +10% Damage (Melee): +24 darkness / +35 blight / +54 mind / +8 physical Burst (radius 2) on crit: +27 ice Damage against: +24% Living When wielded/worn: Accuracy: +92 (+11 eff.) Armour penetration: +57 Physical crit. chance: +79.0% Physical power: +2 (+0 eff.) Armour: +19 Fatigue: -2% Changes stats: +26 Str / +25 Dex / +12 Wil / +10 Cun Changes resistances penetration: +21% acid / +57% physical / +40% cold / +21% lightning / +21% fire Changes damage: +93% physical Stamina when hit: +6.00 Maximum life: +20.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
iron greatmaul 'Arcoath' (29-43.5 power, 1 apr) iron greatmaul 'Arcoath' (29-43.5 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 29.0 - 43.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +16 acid / +12 temporal / +12 mind Burst (radius 1) on hit: +8 lightning / +8 acid Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +29 Physical crit. chance: +40.0% Physical power: +20 (+2 eff.) Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 12 temporal Changes stats: +3 Str / +3 Wil / +5 Con Changes resistances: +9% acid / +12% temporal Changes resistances penetration: +5% lightning / +20% physical / +40% darkness / +10% fire / +40% mind Changes damage: +20% physical Critical mult.: +49.00% Disarm immunity: +21% Stamina when hit: +1.26 Psi when hit: +0.04 Mental crit. chance: +1% Global speed: +3% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
stralite greatmaul 'Cracklebraid' (109-163.5 power, 3 apr) stralite greatmaul 'Cracklebraid' (109-163.5 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 109.0 - 163.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 21% chance to disease * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +23 blight / +24 darkness Burst (radius 2) on crit: +27 ice Damage against: +19% Living When wielded/worn: Accuracy: +55 (+7 eff.) Armour penetration: +95 Physical crit. chance: +129.0% Physical power: +74 (+8 eff.) Armour: +19 Defense: +38 (+10 eff.) Effects on melee hit: * 60% chance to blind Damage when hit (Melee): 16 lightning Changes stats: +7 Dex Changes resistances: +6% lightning / +12% temporal / +13% all Changes resistances penetration: +55% physical / +19% darkness / +19% cold / +16% mind / +19% nature Changes damage: +12% lightning / +15% temporal / +55% physical Critical mult.: +50.00% Disease immunity: +36% Disarm immunity: +115% Mana each turn: +0.12 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+2 eff.) Massive two-handed mauls. |
voratun greatmaul 'Prismlord' (87.5-131.25 power, 4 apr) voratun greatmaul 'Prismlord' (87.5-131.25 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 87.5 - 131.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 49% chance to cause random gloom * 25% chance to put talents on cooldown * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +72 insidious poison / +60 temporal / +48 nature / +58 mind Burst (radius 2) on crit: +75 ice / +12 physical When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +61 Physical crit. chance: +160.0% Physical power: +28 (+3 eff.) Armour: +38 Defense: +21 (+5 eff.) Changes stats: +7 Wil / +10 Cun / +2 Con Changes resistances: +3% physical Changes resistances penetration: +38% cold / +21% mind / +21% darkness Changes damage: +12% physical Critical mult.: +71.00% Reduces incoming crit damage: 10.00% Physical save: +12 (+2 eff.) Disarm immunity: +70% Life regen: +0.60 Maximum life: +20.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
steel greatsword 'Glimmerriver' (39.5-63.2 power, 2 apr) steel greatsword 'Glimmerriver' (39.5-63.2 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 39.5 - 63.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 23% chance to cause random gloom Damage (Melee): +34 insidious poison / +14 temporal / +16 nature / +13 mind When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +38 Damage when hit (Melee): 12 arcane / 4 light Changes stats: +5 Str / +6 Wil / +5 Cun Changes resistances penetration: +25% light / +39% physical Changes damage: +6% arcane / +52% physical Mental save: +20 (+3 eff.) Stamina when hit: +2.00 Heals friendly targets nearby when you use a nature summon: +30 Massive two-handed swords. |
Emoseta the elm longbow Emoseta the elm longbowRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 167% Firing range: +6 Travel speed: +400% Damage (Ranged): +7 acid / +9 lightning When wielded/worn: Accuracy: +18 (+2 eff.) Armour penetration: +2 Physical power: +14 (+2 eff.) Ammo reloads per turn: +4 Changes stats: +5 Str / +3 Dex / +6 Mag Changes resistances penetration: +68% physical / +19% temporal Changes damage: +11% acid / +23% temporal / +79% physical / +11% lightning Talent mastery: +0.40 Chronomancy / Bow Threading Talents cooldown: Volley of Arrows (-8 turns) Steady Shot (-6 turns) Arrow Stitching (-1 turn) Pinning Shot (-4 turns) Mana each turn: +0.16 Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Maximum mana: +60.00 Maximum stamina: +15.00 Maximum vim: +50.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Healing mod.: +15% Damage Shield penetration: +77% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Velanne the Furnacemaster Velanne the FurnacemasterRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 167% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 16% chance to corrode armour * 17% chance to daze Travel speed: +400% Damage (Ranged): +17 acid When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +10 Str / +14 Dex / +4 Mag / +4 Wil / +5 Cun / +4 Con Changes resistances: +6% fire Changes resistances penetration: +13% acid / +60% physical / +13% lightning Changes damage: +20% acid / +132% physical / +3% lightning / +9% fire / +9% mind / +12% temporal Talents cooldown: Volley of Arrows (-10 turns) Steady Shot (-5 turns) Pinning Shot (-5 turns) Mental save: +6 (+1 eff.) Life regen: +2.10 Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +75 Damage Shield penetration: +44% Longbows are used to shoot arrows at your foes. |
yew longbow 'Morningmark' yew longbow 'Morningmark'Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When this weapon hits: Shoot (20% chance level 2). On weapon hit: * 60% chance to disease Travel speed: +200% Damage (Ranged): +13 acid / +13 cold / +23 fire Burst (radius 1) on hit: +6 light When wielded/worn: Accuracy: +40 (+5 eff.) Physical crit. chance: +33.0% Physical power: +22 (+2 eff.) Armour: +9 Changes stats: +9 Str / +6 Dex Changes resistances: +6% fire / +6% darkness / +6% nature Changes resistances penetration: +11% temporal / +80% physical / +10% fire / +11% cold Changes damage: +17% acid / +84% physical / +9% light / +16% temporal Talents cooldown: Volley of Arrows (-4 turns) Arrow Stitching (-1 turn) Steady Shot (-3 turns) Pinning Shot (-2 turns) Spell save: +3 (+0 eff.) Poison immunity: +15% Silence immunity: +10% Stun/Freeze immunity: +10% Teleport immunity: +10% Global speed: +4% Damage Shield penetration: +40% New effects duration reduction after a teleport: +10% Longbows are used to shoot arrows at your foes. |
Ashglean the voratun longsword (68-95.2 power, 6 apr) Ashglean the voratun longsword (68-95.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 68.0 - 95.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target * Random elemental explosion On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +19 mind Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +23 ice / +32 fire When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +29 Physical crit. chance: +42.0% Physical power: +12 (+1 eff.) Armour: +15 Effects on melee hit: * 60% chance to inflict damage reduction Changes stats: +7 Dex / +2 Wil Changes resistances: +10% all / +9% fire Changes resistances penetration: +14% acid / +29% physical / +27% darkness / +37% fire / +44% mind / +31% cold / +15% nature / +16% lightning Changes damage: +30% physical / +3% darkness / +3% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Mental crit. chance: +4% Global speed: +6% Heals friendly targets nearby when you use a nature summon: +10 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
Ivadaba (31.5-44.1 power, 3 apr) Ivadaba (31.5-44.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 31.5 - 44.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 11% chance to inflict damage reduction * 17% chance to corrode armour * Random elemental explosion * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +50% Damage (Melee): +11 mind Burst (radius 1) on hit: +9 fire When wielded/worn: Accuracy: +18 (+2 eff.) Armour penetration: +45 Physical crit. chance: +36.0% Physical power: +18 (+2 eff.) Defense: +9 (+2 eff.) Changes stats: +4 Str / +3 Dex / +3 Con Changes resistances: +5% all / +3% physical Changes resistances penetration: +20% acid / +41% physical / +11% cold / +7% nature / +11% fire / +10% arcane / +11% lightning Changes damage: +18% arcane / +33% physical Critical mult.: +28.00% Disarm immunity: +52% Life regen: +1.30 Stamina when hit: +1.10 Only die when reaching: -120.00 life It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
Bleakterror (93-130.2 power, 6 apr) Bleakterror (93-130.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 93.0 - 130.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 125% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 44% chance to disease * Random elemental explosion * 20% chance to torment the target * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing * cripple the target * splashes the target with acid Damage (Melee): +38 lightning / +48 blight / +30 cold / +19 acid When wielded/worn: Accuracy: +45 (+6 eff.) Armour penetration: +42 Physical crit. chance: +56.0% Physical power: +28 (+3 eff.) Effects on melee hit: * 72% chance to inflict damage reduction Damage when hit (Melee): 8 arcane Changes stats: +7 Str / +12 Dex / +1 Cun / +4 Con Changes resistances penetration: +34% acid / +30% physical / +29% darkness / +34% cold / +33% fire / +30% mind / +29% lightning Changes damage: +6% lightning / +28% physical / +6% mind Critical mult.: +50.00% Spell save: +6 (+1 eff.) Mental save: +9 (+1 eff.) Disease immunity: +28% Disarm immunity: +35% Stamina when hit: +2.50 Maximum mana: +40.00 Spellpower: +12 (+2 eff.) Mindpower: +2 (+0 eff.) Blunt and deadly. |
voratun mace 'Wretchonslaught' (58-81.2 power, 6 apr) voratun mace 'Wretchonslaught' (58-81.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 58.0 - 81.2 Uses stats: 50% Mag, 100% Str Damage type: Blight Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 125% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to inflict damage reduction * 46% chance to disease * 31% chance to cause random gloom * 35% chance to daze * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +18 temporal / +20 nature / +46 blight / +40 mind Burst (radius 1) on hit: +20 fire Burst (radius 2) on crit: +18 fire When wielded/worn: Accuracy: +59 (+7 eff.) Armour penetration: +29 Physical crit. chance: +58.0% Physical power: +27 (+3 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 20 nature / 28 light Changes stats: +18 Str / +18 Dex / +4 Mag / +11 Wil / +11 Cun / +9 Con Changes resistances: +6% light / +3% blight Changes resistances penetration: +15% lightning / +29% physical / +15% light / +15% blight / +15% fire / +20% nature Changes damage: +9% nature / +41% physical Critical mult.: +20.00% Disease immunity: +35% Disarm immunity: +35% Stamina when hit: +5.00 Global speed: +6% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. |
Chadumnir (8.5-9.35 power, 24 apr, mind damage) Chadumnir (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural frost should be returned to the wyrm. This psionic mindstar dreams of an epiphany. This honing mindstar will focus other psionic mindstars. This natural venom should be returned to the wyrm. This psionic mindstar is wrathful to the hated. This mindstar will resonate with other psionic mindstars. This natural fire should be returned to the wyrm. This natural sand should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 arcane When wielded/worn: Armour: +14 Damage when hit (Melee): 14 acid / 39 physical / 13 fire / 12 temporal / 13 ice Changes stats: +2 Str / +3 Wil / +9 Cun Changes resistances: +26% lightning / +9% temporal / +12% light / +31% fire / +13% acid / +47% physical / +7% blight / +31% cold / +48% mind Changes resistances penetration: +14% acid / +45% physical / +11% darkness / +14% fire / +25% mind / +14% cold Changes damage: +21% acid / +48% physical / +17% darkness / +7% nature / +13% fire / +31% mind / +11% cold Grants telepathy: Humanoid/Orc Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Critical mult.: +17.00% Reduces incoming crit damage: 5.00% Physical save: +19 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +21 (+3 eff.) Disease immunity: +19% Pinning immunity: +5% Life regen: +5.60 Equilibrium when hit: +3.20 Psi when hit: +3.40 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Maximum life: +96.00 Maximum psi: +68.00 Mindpower: +11 (+2 eff.) Mental crit. chance: +11% Global speed: +4% Damage Resonance (when hit): +31% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 29 of target armor and 15% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Noonrigor (8.5-9.35 power, 24 apr, mind damage) Noonrigor (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This natural fire should be returned to the wyrm. This psionic mindstar has an epiphany about dreams. This natural mindstar summons a caller. This psionic mindstar is wrathful to the hated. This mindstar will resonate with other psionic mindstars. This natural venom should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. This natural sand should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +11.5% Attack speed: 100% On weapon hit: * Slows global speed by 14% * 14% chance to corrode armour Damage (Melee): +20 light Burst (radius 1) on hit: +4 light When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 22 acid / 27 physical / 5 darkness / 12 blight / 13 fire / 7 mind Changes stats: +6 Cun / +11 Wil Changes resistances: +33% acid / +25% physical / +16% cold / +6% nature / +6% blight / +31% fire / +14% mind / +17% lightning Changes resistances penetration: +16% acid / +28% physical / +12% fire / +14% mind / +7% nature Changes damage: +28% acid / +28% physical / +7% darkness / +54% mind / +10% fire / +6% arcane / +14% nature Talent masteries: +0.20 Wild-gift / Harmony +0.20 Psionic / Absorption +0.20 Psionic / Voracity Critical mult.: +16.00% Physical save: +6 (+1 eff.) Disease immunity: +18% Life regen: +2.80 Mana each turn: +0.12 Equilibrium when hit: +1.60 Psi when hit: +3.40 Spellpower on spell critical (stacks up to 3 times): +8 Hate when firing a critical mind attack: +8.00 Psi when firing a critical mind attack: +4.00 Maximum hate: +17.00 Spell crit. chance: +2% Mindpower: +37 (+6 eff.) Mental crit. chance: +21% Light radius: +5 Global speed: +4% Life leech chance: +16% Life leech: +17% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Damage Resonance (when hit): +31% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. 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. |
Sunwhisper the elven-wood starstaff (35-42 power, 10 apr, physical element) Sunwhisper the elven-wood starstaff (35-42 power, 10 apr, physical element)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 35.0 - 42.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Accuracy: +23 (+3 eff.) Physical crit. chance: +41.0% Physical power: +26 (+3 eff.) Armour: +19 Defense: +19 (+5 eff.) Fatigue: -4% Changes stats: +1 Str / +16 Con Changes resistances: +4% light / +13% temporal / +12% darkness / +16% physical Maximum wards: +3 light / +3 physical Changes resistances penetration: +18% light / +18% physical Changes damage: +9% light / +35% physical Grants telepathy: Dragon Talents granted: +1 Command Staff +9 Ward Critical mult.: +76.00% Physical save: +6 (+1 eff.) Life regen: +2.70 Spellpower: +59 (+12 eff.) Spell crit. chance: +20% Mindpower: +4 (+1 eff.) Healing mod.: +63% Defense after a teleport: +23 Resist all after a teleport: +21% New effects duration reduction after a teleport: +38% Reduces paradox anomalies(equivalent to willpower): +19 It can be used to unleash an elemental blastwave, dealing 201.57 - 241.89 physical damage in a radius 5 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Hanehell' (30-36 power, 6 apr, blight element) dragonbone vilestaff 'Hanehell' (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 physical When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +4.0% Armour: +7 Defense: +38 (+10 eff.) Effects on melee hit: * 16% chance to blind Damage (Melee): 12 % chance of confusion Changes stats: +19 Mag / +3 Wil / +17 Cun / +25 Con Maximum wards: +2 blight Changes damage: +30% blight Talents granted: +1 Command Staff +5 Ward Critical mult.: +52.00% Life regen: +2.00 Vim when firing critical spell: +15.00 Hate when firing a critical mind attack: +1.00 Maximum stamina: +10.00 Maximum vim: +90.00 Maximum neg.energy: +75.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +15% Mindpower: +2 (+0 eff.) Light radius: +4 Healing mod.: +30% Damage Shield penetration: +46% It can be used to unleash an elemental blastwave, dealing 191.45 - 229.74 blight damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stats: 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 73.33 to 220.00 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. This item has been sent to the Item's Vault. |
Mayuritira the Kilnwasp Mayuritira the KilnwaspInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Physical power: +24 (+3 eff.) Armour: +11 Defense: +11 (+3 eff.) Changes stats: +5 Str / +5 Dex / +5 Cun / +5 Con Changes resistances: +15% acid / +15% lightning / +9% blight / +27% cold / +6% arcane / +37% fire Changes resistances penetration: +30% fire Changes damage: +3% blight / +6% fire Critical mult.: +11.00% Physical save: +29 (+4 eff.) Spell save: +8 (+1 eff.) Mental crit. chance: +10% Size category: +2 A belt that goes around your waist. |
Beleda the linen cloak (1 def, 12 armour) Beleda the linen cloak (1 def, 12 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Armour: +12 Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Dex / +3 Wil / +5 Cun / +2 Con Changes resistances: +18% blight / +20% cold / +12% nature / +13% darkness Changes resistances penetration: +8% darkness Changes damage: +9% darkness Stealth bonus: +9 Physical save: +19 (+3 eff.) Mental save: +30 (+4 eff.) Confusion immunity: +15% Knockback immunity: +5% Teleport immunity: +5% Life regen: +1.40 Only die when reaching: -90.00 life Maximum life: +36.00 Mental crit. chance: +5% Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Nerewen (2 def, 4 armour) Nerewen (2 def, 4 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +12 Mag / +12 Wil / +6 Cun Changes resistances: +20% lightning / +105% darkness / +36% fire / +3% nature / +16% acid / +16% physical / +31% blight / +59% cold / +60% mind / +20% light Changes resistances penetration: +14% physical / +28% mind / +13% darkness Changes damage: +11% acid / +23% physical / +30% darkness / +26% cold / +11% fire / +28% mind / +3% temporal Talent cooldown: Refit Golem (-5 turns) Critical mult.: +15.00% Physical save: +78 (+11 eff.) Spell save: +109 (+17 eff.) Mental save: +211 (+26 eff.) Blindness immunity: +50% Disease immunity: +10% Silence immunity: +38% Disarm immunity: +5% Pinning immunity: +10% Teleport immunity: +20% Life regen: +4.20 Mana each turn: +0.28 Psi each turn: +1.56 Spellpower on spell critical (stacks up to 3 times): +5 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Only die when reaching: -20.00 life Maximum life: +76.00 Maximum hate: +11.00 Maximum psi: +54.00 Spellpower: +14 (+3 eff.) Mindpower: +37 (+6 eff.) Mental crit. chance: +26% Healing mod.: +22% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mardoldil the Heatquell (7 def, 10 armour) Mardoldil the Heatquell (7 def, 10 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +10 Defense: +7 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -11% Changes stats: +2 Str / +2 Dex Changes resistances penetration: +10% fire Stamina each turn: +0.80 Maximum life: +80.00 Infravision radius: +2 Movement speed: +20% Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Sewerdredge' (0 def, 9 armour) iron gauntlets 'Sewerdredge' (0 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +9 Armour Hardiness: +7% Damage (Melee): 8 light Damage when hit (Melee): 4 nature Changes stats: +3 Str / +6 Dex / +2 Mag / +5 Cun / +9 Con Changes resistances: +13% light / +6% physical / +6% darkness / +3% temporal Changes resistances penetration: +5% temporal Changes damage: +12% temporal / +5% light / +3% mind Talent cooldown: Double Strike (-1 turn) Physical save: +21 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +26% Infravision radius: +2 When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +3 Physical crit. chance: +14.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Stone Touch (5% chance level 1). When this weapon hits: Set Up (10% chance level 1). On weapon hit: * 7% chance to blind * 45% chance to cause random gloom Damage (Melee): +9 physical / +8 temporal Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +18 light / +17 darkness It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Alurohell (6 def, 0 armour) Alurohell (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +24% darkness / +6% cold Changes damage: +6% temporal / +16% darkness / +6% mind Blindness immunity: +15% Disarm immunity: +15% Stun/Freeze immunity: +10% Knockback immunity: +10% Only die when reaching: -100.00 life A pointy cloth hat, very wizardly... |
Earydrador the rough leather cap (0 def, 1 armour) Earydrador the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Fatigue: -1% Damage when hit (Melee): 8 physical Changes stats: +8 Str / +7 Dex / +2 Wil / +3 Con Physical save: +20 (+3 eff.) Mental save: +6 (+1 eff.) Only die when reaching: -80.00 life Light radius: +2 A cap made of leather. |
Emaserebeth (10 def, 9 armour) Emaserebeth (10 def, 9 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +14 Armour: +9 Defense: +10 (+3 eff.) Fatigue: +8% Damage (Melee): 7 acid Damage (Ranged): 8 acid Changes stats: +8 Str / +8 Dex / +3 Wil Changes resistances: +31% acid / +49% lightning / +11% cold / +22% nature / +23% fire Changes damage: +6% mind Grants telepathy: Humanoid/Orc Allows you to breathe in: water Critical mult.: +10.00% Physical save: +14 (+2 eff.) Mental save: +26 (+3 eff.) Life regen: +9.50 Healing mod.: +22% A suit of armour made of leather. |
reinforced leather armour 'Layussra' (15 def, 33 armour) reinforced leather armour 'Layussra' (15 def, 33 armour)Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +33 Defense: +15 (+4 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Damage when hit (Melee): 10 light Changes stats: +18 Str / +9 Dex / +11 Wil / +7 Cun Changes resistances: +13% acid / +35% physical / +44% darkness / +26% blight / +46% cold / +21% fire Allows you to breathe in: water Reduces incoming crit damage: 15.00% Physical save: +33 (+5 eff.) Mental save: +22 (+3 eff.) Stun/Freeze immunity: +5% Knockback immunity: +5% Light radius: +4 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
15 agate 15 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. |
2238 alchemist agate 2238 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. |
7 onyx 7 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. |
6 aquamarine 6 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald 5 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. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Isonne the dwarven lantern Isonne the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Defense: +12 (+3 eff.) Damage when hit (Melee): 8 acid Changes stats: +6 Wil / +19 Cun / +11 Con Changes resistances: +28% blight / +20% temporal / +9% acid Changes resistances penetration: +15% acid / +10% arcane Changes damage: +3% acid / +27% temporal Critical mult.: +20.00% Physical save: +20 (+3 eff.) Spell save: +19 (+3 eff.) Mental save: +30 (+4 eff.) Life regen: +10.70 Maximum life: +79.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +8% Light radius: -8 Infravision radius: +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (236 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
8 garnet 8 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) 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, costing 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 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. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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. |
13 citrine 13 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. |
18 zircon 18 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
A different point of view (Uniques)
Learned the five chapters of Orc history through loremaster Hadak's tales.By I'll Eat You the Ghoul Brawler level 142
63rd Dusk 122nd year of Ascendancy at 03:41 see stats
Bringer of Doom (Uniques)
Killed a Bringer of Doom.By I'll Eat You the Ghoul Brawler level 30
23rd Dusk 122nd year of Ascendancy at 00:30 see stats
Dragon's Greed (Uniques)
Amassed 8000 gold pieces.By I'll Eat You the Ghoul Brawler level 55
33rd Dusk 122nd year of Ascendancy at 16:45 see stats
Exterminator (Uniques)
Killed 1000 creatures.By I'll Eat You the Ghoul Brawler level 40
25th Dusk 122nd year of Ascendancy at 05:18 see stats
Eye of the storm (Uniques)
Freed Derth from the onslaught of the mad Tempest, Urkis.By I'll Eat You the Ghoul Brawler level 86
54th Dusk 122nd year of Ascendancy at 00:01 see stats
Fear me not! (Uniques)
Survived the Fearscape!By I'll Eat You the Ghoul Brawler level 16
2nd Summertide 122nd year of Ascendancy at 04:18 see stats
Got eggs? (Uniques)
Finish the Pikataclysm event.By I'll Eat You the Ghoul Brawler level 160
12nd Haze 122nd year of Ascendancy at 08:44 see stats
Home sweet home (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By I'll Eat You the Ghoul Brawler level 51
26th Dusk 122nd year of Ascendancy at 05:51 see stats
Level 10 (Uniques)
Got a character to level 10.By I'll Eat You the Ghoul Brawler level 10
3rd Mirth 122nd year of Ascendancy at 06:24 see stats
Level 20 (Uniques)
Got a character to level 20.By I'll Eat You the Ghoul Brawler level 20
22nd Dusk 122nd year of Ascendancy at 17:30 see stats
Level 30 (Uniques)
Got a character to level 30.By I'll Eat You the Ghoul Brawler level 30
22nd Dusk 122nd year of Ascendancy at 22:20 see stats
Level 40 (Uniques)
Got a character to level 40.By I'll Eat You the Ghoul Brawler level 40
25th Dusk 122nd year of Ascendancy at 05:11 see stats
Level 50 (Uniques)
Got a character to level 50.By I'll Eat You the Ghoul Brawler level 50
26th Dusk 122nd year of Ascendancy at 04:06 see stats
Overpowered! (Uniques)
Did over 6000 damage in one attack.By I'll Eat You the Ghoul Brawler level 142
63rd Dusk 122nd year of Ascendancy at 02:55 see stats
Poisonous (Uniques)
Sided with the assassin lord.By I'll Eat You the Ghoul Brawler level 160
2nd Haze 122nd year of Ascendancy at 22:57 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By I'll Eat You the Ghoul Brawler level 55
33rd Dusk 122nd year of Ascendancy at 14:52 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By I'll Eat You the Ghoul Brawler level 24
22nd Dusk 122nd year of Ascendancy at 19:25 see stats
Take you with me (Uniques)
Killed a boss while already dead.By I'll Eat You the Ghoul Brawler level 200
55th Haze 122nd year of Ascendancy at 06:42 see stats
The Arena (Uniques)
Unlocked Arena mode.By I'll Eat You the Ghoul Brawler level 8
2nd Mirth 122nd year of Ascendancy at 09:51 see stats
The Legend of Garkul (Uniques)
Learned the five chapters of the Legend of Garkul.By I'll Eat You the Ghoul Brawler level 142
63rd Dusk 122nd year of Ascendancy at 03:41 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By I'll Eat You the Ghoul Brawler level 94
54th Dusk 122nd year of Ascendancy at 19:23 see stats
The secret city (Uniques)
Discovered the truth about mages.By I'll Eat You the Ghoul Brawler level 16
8th Mirth 122nd year of Ascendancy at 23:09 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By I'll Eat You the Ghoul Brawler level 19
3rd Flare 122nd year of Ascendancy at 11:19 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By I'll Eat You the Ghoul Brawler level 18
3rd Summertide 122nd year of Ascendancy at 15:42 see stats
Log
Glyda the master vampire leeches life from Something!
Glyda the master vampire leeches life from Cyramina the master vampire!
Glyda the master vampire leeches life from Celia!
Glyda the master vampire leeches life from Shadow!
Cyramina the master vampire HEALS from cold damage!
Glyda the master vampire hits I'll Eat You for 2481 cold damage.
Glyda the master vampire hits Celia for 2416 cold damage.
Glyda the master vampire hits Cyramina the master vampire for 2416 cold, 4615 healing (2416 total damage) [4615 healing].
Glyda the master vampire hits Something for 1610 cold damage.
Glyda the master vampire hits Shadow for 2699 cold damage.
Glyda the master vampire receives 1281 healing from Celia.
Cyramina the master vampire hits Glyda the master vampire for 1281 healing, 0 arcane (0 total damage) [1281 healing].
Cyramina the master vampire hits Celia for 0 arcane damage.
Glyda the master vampire receives 854 healing from Something.
Glyda the master vampire receives 1431 healing from Shadow.
I'll Eat You the level 200 ghoul brawler was iced to death by Glyda the master vampire on level 2 of Last Hope Graveyard.
You have 2 life(s) left.
I'll Eat You is free from the arcane vortex.
I'll Eat You stops burning.
I'll Eat You is firmly planted in reality.
The Hurricane around I'll Eat You dissipates.
I'll Eat You is less impervious to physical effects.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Glyda the master vampire killed I'll Eat You!
Talent Vitality is ready to use.
Talent Haymaker is ready to use.
Saving game...
