








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Homosuperior |
Class | Brawler |
Level / Exp | 127 / 63% |
Size | huge |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 272 (base 100) |
Dexterity | 209 (base 100) |
Constitution | 258 (base 100) |
Magic | 157 (base 100) |
Willpower | 162 (base 100) |
Cunning | 247 (base 100) |
Resources
Mana | 3677/3625 |
Equilibrium | 0 |
Vim | 2484/2484 |
Life | 175224/175102 |
Stamina | 2763/2795 |
Healing Factor | 2.1091588785046 |
Regeneration | 611.13165876913 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +660% |
Spell | 0% |
Global | +770% |
Vision
Sight | 12 |
Lite | 13 |
Infravision | 67 |
See Stealth | 222.13134829406 |
See Invisible | 256.13134829406 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Barehand
Damage | 926 |
Accuracy | 180 |
Crit Chance | 225% |
APR | 336 |
Speed | 1.00 |
Offense: Spell
Spellpower | 151 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 255.7 |
Offense: Mind
Mindpower | 169 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +284% |
Blight | +280% |
Arcane | +270% |
Cold | +252% |
All | 0% |
Mind | +267% |
Lightning | +285% |
Light | +337% |
Temporal | +260% |
Physical | +302% |
Darkness | +298% |
Fire | +365% |
Nature | +263% |
Offense: Damage Penetration
Acid | +267% |
Blight | +272% |
Arcane | +277% |
Cold | +252% |
Lightning | +291% |
Darkness | +291% |
Light | +252% |
Temporal | +269% |
Physical | +297% |
Mind | +252% |
Fire | +252% |
Nature | +262% |
Defense: Base
Armour (hardiness) | 379 (100%) |
Defense | 141 |
Ranged Defense | 146 |
Fatigue | 0 |
Physical Save | 295 |
Spell Save | 289 |
Mental Save | 306 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +288%(100%) |
Mind | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Physical | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Silence Resistance | 100% |
Disarm Resistance | 100% |
Knockback Resistance | 85% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 985 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -23 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 175 damage for 25 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 771 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Technique / Finishing moves | 1.50 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Technique / Grappling | 1.50 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Corruption / Bone | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 12/5 |
Technique / Pugilism | 1.50 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Technique / Combat veteran | 1.30 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Technique / Combat techniques | 1.30 |
| 12/5 |
| 12/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.50 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Cunning / Dirty fighting | 1.20 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Technique / Unarmed training | 1.50 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Celestial / Chants | 1.10 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Technique / Combat training | 1.30 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 2.00 |
| 12/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 12/5 |
| 12/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Technique / Mobility | 1.40 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Precise Strikes |
talent | Trained Reactions |
talent | Exploit Weakness |
talent | Striking Stance |
talent | Chant of Fortitude |
talent | Bone Shield |
beneficial effect | The target is walking on blighted soil, reducing diseases resistance by 60% and giving all attacks a 40% chance to infect the target with a random disease (can only happen once per turn). Blighted Soil |
beneficial effect | You swaped an item without taking time this turn. Swift Hands |
beneficial effect | Countering melee attacks: Has a 86% chance to get an automatic counter attack when avoiding a melee attack. (3.3 counters remaining) Counter Attacking |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1835. | 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. | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +26 Physical crit. chance: +16.0% Physical power: +17 (+1 eff.) Armour: +26 Defense: +20 (+3 eff.) Ranged Defense: +23 (+3 eff.) Fatigue: +4% Damage when hit (Melee): 12 lightning / 8 physical Changes stats: +2 Str / +4 Dex / +6 Mag / +10 Cun / +4 Con Changes resistances: +30% darkness / +30% temporal Changes resistances penetration: +19% darkness / +17% temporal / +10% arcane / +15% physical Physical save: +45 (+3 eff.) Spell save: +7 (+0 eff.) Mental save: +25 (+1 eff.) Silence immunity: +138% Confusion immunity: +148% Stun/Freeze immunity: +147% Stamina each turn: +1.30 Maximum stamina: +32.00 Lowers spell cool-downs by: 10% Infravision radius: +3 Defense after a teleport: +27 Resist all after a teleport: +20% New effects duration reduction after a teleport: +26% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.8 Power cost: 6 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 164% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +27 Damage (Melee): 15 acid Changes stats: +10 Con Changes resistances: +10% acid / +6% fire / +6% lightning Changes resistances penetration: +10% nature Changes damage: +11% acid / +3% nature Physical save: +60 (+4 eff.) Spell save: +20 (+1 eff.) Mental save: +87 (+5 eff.) Disarm immunity: +138% Life regen: +11.40 Stamina each turn: +2.40 Psi each turn: +0.61 Maximum life: +283.00 When used to modify unarmed attacks: Base power: 68.0 - 95.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +58 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Battle Shout (40% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Second Wind (20% chance level 2). On weapon hit: * Slows global speed by 52% * 20% chance to daze at end of turn Damage (Melee): +55 physical Burst (radius 1) on hit: +12 lightning / +8 fire / +12 nature Burst (radius 2) on crit: +13 acid / +4 lightning Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +16 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +7 Str / +14 Dex / +4 Cun / +9 Con Changes resistances: +15% acid / +13% lightning / +14% cold / +13% fire / +6% all Changes damage: +9% blight Physical save: +15 (+1 eff.) Mental save: +18 (+1 eff.) Psi when hit: +0.16 Hate when firing a critical mind attack: +2.00 Spellpower: +6 (+1 eff.) Infravision radius: +4 Damage Shield penetration: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +14 Physical power: +24 (+1 eff.) Armour: +4 Defense: +7 (+1 eff.) Fatigue: -8% Effects on melee hit: * 43% chance to corrode armour by 30% Changes stats: +11 Str / +4 Dex / +12 Cun / +6 Con Changes resistances: +18% acid / +8% physical / +13% nature / +9% lightning Changes resistances penetration: +5% lightning Changes damage: +21% acid / +15% fire / +8% nature / +6% lightning Critical mult.: +30.00% Light radius: +2 Infravision radius: +14 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Physical power: +40 (+3 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 23 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +19 Str / +8 Dex / +15 Cun / +19 Con Changes resistances: +5% arcane / +9% blight Changes resistances penetration: +20% blight / +15% arcane Changes damage: +18% arcane / +6% blight Mental save: +11 (+0 eff.) Confusion immunity: +50% Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Spellpower: +10 (+1 eff.) Mindpower: +13 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Physical power: +15 (+1 eff.) Fatigue: -8% Effects on melee hit: * Slows global speed by 30% * 19% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +11 Dex / +8 Mag / +7 Wil / +32 Cun / +9 Con Changes resistances: +3% nature Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Physical save: +18 (+1 eff.) Mental save: +24 (+1 eff.) Blindness immunity: +50% Disarm immunity: +35% Confusion immunity: +37% Pinning immunity: +50% Knockback immunity: +45% Hate when firing a critical mind attack: +3.00 Maximum life: +47.00 Maximum hate: +16.00 Spellpower: +30 (+4 eff.) Mindpower: +26 (+3 eff.) Mental crit. chance: +2% Infravision radius: +4 See stealth: +25 See invisible: +26 It can be used to activate talent Bleeding Edge, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +13 Physical crit. chance: +2.0% Physical power: +10 (+0 eff.) Fatigue: -5% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +10 Str / +10 Dex / +6 Mag / +13 Wil / +6 Con Changes resistances: +30% temporal Changes resistances penetration: +10% physical Changes damage: +3% lightning / +8% temporal / +7% darkness / +13% blight / +15% fire / +8% light / +18% physical Critical mult.: +58.00% Physical save: +44 (+3 eff.) Spell save: +45 (+3 eff.) Mental save: +62 (+3 eff.) Blindness immunity: +40% Confusion immunity: +20% Pinning immunity: +49% Knockback immunity: +40% Life regen: +3.80 Only die when reaching: -20.00 life Spellpower: +20 (+2 eff.) Spell crit. chance: +6% Mindpower: +14 (+2 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +12 Combat speed: +10% Amulets can have magical properties. |
Main armor | ![]() Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+0 eff.) Armour: +24 Defense: +36 (+5 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +8% Effects on melee hit: * 41% chance to corrode armour by 30% Damage when hit (Melee): 18 physical Changes stats: +8 Str / +30 Dex / +8 Mag / +8 Wil / +26 Cun Changes resistances: +33% acid / +8% physical / +12% mind / +27% lightning Changes resistances penetration: +34% lightning / +15% acid Changes damage: +24% lightning Critical mult.: +18.00% Physical save: +22 (+1 eff.) Mental save: +19 (+1 eff.) Life regen: +3.40 Maximum life: +144.00 Movement speed: +20% Healing mod.: +24% A suit of armour made of leather. |
Light source | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+0 eff.) Armour: +4 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Damage when hit (Melee): 12 mind / 30 fire Changes stats: +15 Mag / +13 Wil / +11 Cun Changes resistances: +15% darkness / +6% arcane / +15% blight / +10% fire / +6% nature / +15% light Changes damage: +15% mind / +15% darkness Damage affinity(heal): +5% darkness Critical mult.: +20.00% Physical save: +10 (+1 eff.) Mental save: +14 (+0 eff.) Blindness immunity: +50% Disarm immunity: +5% Confusion immunity: +30% Stun/Freeze immunity: +25% Maximum psi: +20.00 Spellpower: +37 (+4 eff.) Spell crit. chance: +6% Mindpower: +2 (+1 eff.) Light radius: +4 Infravision radius: +20 See stealth: +50 See invisible: +62 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 6.0 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 91 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +43 (+5 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +13 (+1 eff.) Armour: +11 Defense: +3 (+0 eff.) Fatigue: -17% Changes stats: +6 Str / +6 Dex / +4 Mag / +16 Wil / +20 Cun / +6 Con Changes resistances: +20% acid / +25% darkness / +20% fire / +45% cold / +20% lightning Changes resistances penetration: +20% darkness Changes damage: +24% darkness / +12% physical Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Stealth bonus: +23 Physical save: +12 (+1 eff.) Mental save: +15 (+0 eff.) Stamina each turn: +0.20 Only die when reaching: -40.00 life Maximum life: +204.00 Maximum stamina: +40.00 Mental crit. chance: +16% See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +18 (+1 eff.) Armour: +15 Defense: +15 (+2 eff.) Changes stats: +15 Dex / +5 Mag / +12 Cun / +20 Lck Changes resistances: +12% light / +14% fire / +19% darkness / +15% cold Changes resistances penetration: +20% physical Changes damage: +6% fire / +30% physical Critical mult.: +15.00% Reduces incoming crit damage: 20.00% Trap disarming bonus: +53 Stealth bonus: +26 Physical save: +17 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +15 (+0 eff.) Pinning immunity: +10% Life regen: +1.00 Mana each turn: +0.60 Only die when reaching: -117.00 life Maximum life: +130.00 Maximum mana: +119.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Spellpower: +12 (+1 eff.) Infravision radius: +12 Size category: +1 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -672 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -23 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 866 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 8 arcane Changes stats: +4 Mag / +4 Con Changes resistances cap: +4% all Changes resistances penetration: +5% blight Changes damage: +9% blight / +11% fire / +9% arcane / +18% light Critical mult.: +16.00% Physical save: +26 (+2 eff.) Blindness immunity: +23% Life regen: +3.90 Vim when firing critical spell: +1.00 Maximum life: +60.00 Maximum vim: +10.00 Spellpower: +10 (+1 eff.) Infravision radius: +7 Sight radius: +2 See invisible: +8 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Changes stats: +2 Mag / +4 Wil / +2 Cun / +3 Con Changes resistances: +14% lightning / +12% darkness Changes resistances penetration: +15% blight Changes damage: +15% darkness / +6% physical Physical save: +20 (+1 eff.) Spell save: +13 (+1 eff.) Mental save: +19 (+1 eff.) Blindness immunity: +16% Confusion immunity: +13% Stun/Freeze immunity: +26% Life regen: +1.10 Maximum life: +37.00 Mindpower: +6 (+1 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +7 Combat speed: +10% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +22% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +15 Armour: +6 Defense: +6 (+1 eff.) Changes stats: +8 Wil / +7 Cun / +11 Con Changes resistances cap: +5% all Changes resistances penetration: +10% mind Grants telepathy: Humanoid/Orc Talent masteries: +0.28 Technique / Combat veteran +0.28 Technique / Combat training Critical mult.: +16.00% Physical save: +33 (+2 eff.) Mental save: +10 (+0 eff.) Blindness immunity: +28% Confusion immunity: +19% Life regen: +2.00 Maximum life: +57.00 Maximum psi: +30.00 Mindpower: +19 (+2 eff.) Mental crit. chance: +6% Infravision radius: +7 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Mana each turn: +0.35 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +37.00 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Changes resistances cap: +4% all Talent masteries: +0.27 Technique / Unarmed training +0.27 Technique / Combat training Physical save: +15 (+1 eff.) Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +3 Cun / +3 Mag Changes resistances: +22% light / +3% cold / +3% nature / +5% arcane Changes resistances penetration: +10% fire Changes damage: +11% light Mental save: +3 (+0 eff.) Blindness immunity: +25% Spellpower: +6 (+1 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Defense: +22 (+3 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +23 Mag / +39 Wil / +23 Cun / +5 Con Changes resistances: +12% blight / +6% fire / +6% temporal / +18% physical Changes damage: +18% physical Spell save: +18 (+1 eff.) Blindness immunity: +33% Silence immunity: +10% Disarm immunity: +15% Pinning immunity: +5% Maximum stamina: +34.00 Spellpower: +38 (+5 eff.) Mindpower: +26 (+3 eff.) Infravision radius: +6 See stealth: +19 See invisible: +17 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +31 (+3 eff.) Physical power: +13 (+1 eff.) Armour: +18 Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 18 bleed Damage when hit (Melee): 8 lightning / 16 fire Changes stats: +9 Str / +18 Dex / +8 Wil / +26 Cun Changes resistances: +39% blight / +15% fire / +109% nature / +6% lightning Changes damage: +24% lightning / +35% nature / +7% all Poison immunity: +70% Disease immunity: +73% Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +17 (+2 eff.) Mindpower: +29 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 arcane / 4 acid Changes stats: +3 Mag / +2 Con Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +6% arcane Spell save: +17 (+1 eff.) Maximum stamina: +13.00 Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +35 (+4 eff.) Armour penetration: +13 Armour: +6 Defense: +13 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +16 Dex / +14 Wil / +23 Cun / +7 Con Changes resistances: +12% lightning / +1% physical / +10% blight / +14% nature / +32% acid Changes damage: +16% acid Physical save: +14 (+1 eff.) Mental save: +14 (+0 eff.) Poison immunity: +22% Disease immunity: +22% Disarm immunity: +10% Stun/Freeze immunity: +48% Life regen: +3.20 Mindpower: +11 (+2 eff.) Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.8 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 164% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Silence immunity: +21% Mana each turn: +0.10 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Fatigue: -5% Maximum encumbrance: +22 Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +26% nature Changes damage: +13% nature Maximum encumbrance: +23 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +13 Physical power: +13 (+1 eff.) Defense: +13 (+2 eff.) Changes damage: +7% all Spellpower: +14 (+2 eff.) Mindpower: +14 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.8 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 164% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+0 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +22 (+2 eff.) Armour penetration: +21 Armour: +4 Defense: +22 (+3 eff.) Changes resistances: +28% acid / +14% physical / +9% darkness Changes resistances penetration: +10% fire Changes damage: +14% acid / +14% physical Spell save: +12 (+1 eff.) Blindness immunity: +15% Poison immunity: +10% Disease immunity: +10% Stun/Freeze immunity: +30% Teleport immunity: +5% Life regen: +4.40 Maximum life: +138.00 Healing mod.: +33% It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.8 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 164% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+0 eff.) Changes stats: +6 Mag Spell save: +12 (+1 eff.) Spellpower: +12 (+1 eff.) Mindpower: +13 (+2 eff.) Rings can have magical properties. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 40% Wil, 60% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+3 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 11 power out of 30/30) : Effective talent level: 5.6 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 104 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Physical power: +6 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 arcane Changes stats: +5 Cun / +6 Dex Changes resistances: +9% lightning / +10% temporal Changes resistances penetration: +15% arcane / +10% nature Changes damage: +15% mind Critical mult.: +13.00% Physical save: +12 (+1 eff.) Maximum life: +48.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +11% A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+1 eff.) Stealth bonus: +5 Mental save: +6 (+0 eff.) Spellpower: +3 (+0 eff.) A belt that goes around your waist. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +7 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 physical Changes stats: +1 Dex / +4 Wil / +4 Con Changes resistances: +15% acid / +10% temporal / +16% cold / +15% fire / +9% mind / +27% lightning Changes damage: +9% temporal Spell save: +10 (+1 eff.) Mental save: +22 (+1 eff.) Stamina each turn: +0.20 Maximum life: +81.00 Maximum stamina: +15.00 Mindpower: +7 (+1 eff.) Size category: +1 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+4 eff.) Armour: +24 Defense: +38 (+5 eff.) Fatigue: -10% Damage when hit (Melee): 8 arcane Changes stats: +2 Mag / +9 Wil / +5 Cun Changes resistances: +60% cold / +50% light / +50% fire Changes damage: +21% arcane Stealth bonus: +26 Physical save: +27 (+2 eff.) Mental save: +12 (+0 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -50.00 life Maximum life: +110.00 Maximum stamina: +40.00 Spell crit. chance: +3% Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +32 (+3 eff.) Defense: +3 (+0 eff.) Fatigue: -12% Changes resistances: +10% acid / +3% temporal / +45% darkness / +13% lightning / +9% cold / +6% nature / +10% fire Changes resistances penetration: +37% darkness Changes damage: +35% darkness / +6% mind Stealth bonus: +39 Physical save: +25 (+2 eff.) Mental save: +20 (+1 eff.) Silence immunity: +15% Confusion immunity: +20% Stun/Freeze immunity: +15% Only die when reaching: -100.00 life Maximum life: +108.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Defense: +12 (+2 eff.) Damage when hit (Melee): 8 arcane Changes stats: +12 Str / +4 Dex / +2 Mag / +8 Wil / +10 Cun / +12 Con Changes resistances: +24% fire / +20% darkness / +25% light Changes resistances penetration: +20% darkness Changes damage: +23% darkness / +6% light Critical mult.: +30.00% Stealth bonus: +54 Physical save: +30 (+2 eff.) Spell save: +20 (+1 eff.) Mana each turn: +0.20 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +179.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 fire Changes stats: +1 Cun / +2 Dex Changes resistances: +6% acid / +12% fire / +12% blight / +6% cold / +11% nature / +6% lightning Changes resistances penetration: +5% nature Changes damage: +6% nature Life regen: +1.20 Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +15 Defense: +10 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +4% Effects on melee hit: * 35% chance to blind * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 light Changes stats: +6 Cun / +6 Con Changes resistances: +15% acid / +84% temporal / +76% darkness / +14% lightning / +15% fire / +14% cold / +3% mind / +3% light Changes resistances penetration: +70% darkness / +56% temporal Changes damage: +6% light / +12% darkness Physical save: +24 (+2 eff.) Mental save: +21 (+1 eff.) Movement speed: +20% Defense after a teleport: +83 Resist all after a teleport: +54% New effects duration reduction after a teleport: +75% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+0 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 11 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +13 Physical crit. chance: +11.0% Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 fire Changes stats: +2 Str / +24 Dex / +4 Mag / +4 Wil / +15 Cun / +11 Con / +29 Lck Changes resistances: +30% temporal / +28% darkness / +2% physical Changes resistances penetration: +20% temporal / +20% darkness / +20% physical Critical mult.: +3.00% Stealth bonus: +25 Physical save: +43 (+3 eff.) Mental save: +50 (+3 eff.) Infravision radius: +2 Movement speed: +20% Defense after a teleport: +28 Resist all after a teleport: +19% New effects duration reduction after a teleport: +27% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 9 turns. A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +23 Physical crit. chance: +12.0% Physical power: +12 (+0 eff.) Armour: +15 Defense: +30 (+4 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: -12% Damage when hit (Melee): 8 mind Changes stats: +8 Dex / +10 Mag / +10 Wil / +6 Cun / +5 Con / +15 Lck Changes resistances: +15% acid / +27% fire / +11% lightning / +26% cold Changes resistances penetration: +10% arcane Changes damage: +12% blight Critical mult.: +10.00% Stealth bonus: +14 Physical save: +24 (+2 eff.) Spell save: +20 (+1 eff.) Mental save: +35 (+2 eff.) Stamina each turn: +1.80 Mana each turn: +0.76 Maximum life: +114.00 Maximum mana: +52.00 Spell crit. chance: +7% Mindpower: +8 (+1 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 11 cooldown : Effective talent level: 5.6 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 104 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 70% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 167% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 99% It can be used to activate talent Darkfire (costing 5 power out of 12/12) : Effective talent level: 5.0 Power cost: 5 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 898.57 fire damage and 769.91 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 3 power out of 24/24) : Effective talent level: 3.0 Power cost: 3 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 891.53 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +14 Armour: +9 Changes stats: +7 Cun / +9 Dex Mental save: +14 (+0 eff.) Maximum life: +79.00 When used to modify unarmed attacks: Base power: 41.0 - 57.4 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+0 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +51 Defense: +3 (+0 eff.) Fatigue: +0% Changes stats: +4 Str / +7 Wil / +6 Cun / +5 Con Changes resistances: +21% acid / +14% physical / +34% fire / +10% lightning / +21% cold Changes resistances penetration: +30% fire Allows you to breathe in: water Physical save: +26 (+2 eff.) Mental save: +15 (+0 eff.) Blindness immunity: +10% Disarm immunity: +15% Knockback immunity: +20% Life regen: +5.00 Stamina each turn: +1.70 Maximum life: +72.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of mail. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+0 eff.) Armour: +22 Defense: +16 (+2 eff.) Ranged Defense: +14 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 10 fire Damage (Ranged): 10 fire Damage when hit (Melee): 20 physical Changes stats: +8 Str / +5 Dex / +1 Wil Changes resistances: +21% fire / +15% darkness / +35% physical Changes damage: +6% acid Critical mult.: +33.00% Mental save: +30 (+1 eff.) Life regen: +4.00 Equilibrium when hit: +0.04 Maximum life: +71.00 Light radius: +2 Movement speed: +20% Healing mod.: +25% It can be used to activate talent Track, placing all other charms into a 11 cooldown : Effective talent level: 2.4 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 59 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 20 acid / 20 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +18 Str / +9 Cun / +7 Wil Changes resistances: +22% acid / +33% physical / +38% darkness / +52% fire / +12% lightning Changes resistances penetration: +25% mind Changes damage: +12% lightning Physical save: +25 (+2 eff.) Mental save: +18 (+1 eff.) Light radius: +4 It can be used to activate talent Track, placing all other charms into a 11 cooldown : Effective talent level: 2.4 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 59 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +24 (+1 eff.) Armour: +8 Defense: +21 (+3 eff.) Ranged Defense: +13 (+2 eff.) Fatigue: +8% Changes stats: +10 Str / +4 Dex / +5 Mag / +10 Wil Changes resistances: +17% lightning Spellpower: +23 (+3 eff.) Spell crit. chance: +10% Mindpower: +19 (+2 eff.) Mental crit. chance: +9% Movement speed: +20% A suit of armour made of leather. |
![]() Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Armour: +12 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 24 light / 53 physical Changes stats: +4 Str / +1 Dex / +10 Wil Changes resistances: +45% acid / +34% physical / +45% darkness / +48% blight / +31% fire / +58% lightning / +44% cold Changes resistances penetration: +10% physical Changes damage: +6% acid Allows you to breathe in: water Critical mult.: +9.00% Physical save: +9 (+1 eff.) Life regen: +0.60 Mindpower: +24 (+3 eff.) Light radius: +4 A suit of armour made of leather. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 75.5 - 105.7 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +26.0% Capacity: 19 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 42% chance to daze at end of turn * Slows global speed by 20% * 29% chance to disease On weapon crit: * cripple the target * wounds the target for 7 turns: 50 bleeding, 100% reduced healing * splashes the target with acid Damage (Ranged): +30 acid / +12 lightning / +12 nature / +26 blight / +56 bleed Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +4 lightning Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +25.0% Armour: +13 Defense: +8 (+1 eff.) Fatigue: -10% Changes stats: +40 Str / +19 Wil / +12 Con Changes resistances: +13% physical / +6% light / +3% fire Changes damage: +32% mind / +26% fire Physical save: +23 (+2 eff.) Mental save: +30 (+1 eff.) Blindness immunity: +20% Cut immunity: +5% Stun/Freeze immunity: +10% Knockback immunity: +15% Lowers spell cool-downs by: 10% Mental crit. chance: +28% Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused 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 (190 power, based on Willpower), costing 4 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 68 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. |
![]() Powered 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. |
![]() 0.00 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+0 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Joel the Homosuperior Brawler level 56
6th Flare 122nd year of Ascendancy at 00:12 see stats
By Joel the Homosuperior Brawler level 9
76th Pyre 122nd year of Ascendancy at 09:56 see stats
By Joel the Homosuperior Brawler level 86
9th Flare 122nd year of Ascendancy at 23:36 see stats
By Joel the Homosuperior Brawler level 14
1st Mirth 122nd year of Ascendancy at 02:11 see stats
By Joel the Homosuperior Brawler level 56
5th Flare 122nd year of Ascendancy at 23:56 see stats
By Joel the Homosuperior Brawler level 10
77th Pyre 122nd year of Ascendancy at 00:19 see stats
By Joel the Homosuperior Brawler level 20
4th Flare 122nd year of Ascendancy at 16:11 see stats
By Joel the Homosuperior Brawler level 30
4th Flare 122nd year of Ascendancy at 17:26 see stats
By Joel the Homosuperior Brawler level 40
5th Flare 122nd year of Ascendancy at 14:53 see stats
By Joel the Homosuperior Brawler level 50
5th Flare 122nd year of Ascendancy at 20:29 see stats
By Joel the Homosuperior Brawler level 58
9th Flare 122nd year of Ascendancy at 09:30 see stats
By Joel the Homosuperior Brawler level 97
10th Flare 122nd year of Ascendancy at 06:06 see stats
By Joel the Homosuperior Brawler level 37
5th Flare 122nd year of Ascendancy at 04:51 see stats
By Joel the Homosuperior Brawler level 18
9th Mirth 122nd year of Ascendancy at 04:23 see stats
By Joel the Homosuperior Brawler level 11
77th Pyre 122nd year of Ascendancy at 00:22 see stats
By Joel the Homosuperior Brawler level 56
6th Flare 122nd year of Ascendancy at 00:12 see stats
By Joel the Homosuperior Brawler level 46
5th Flare 122nd year of Ascendancy at 19:06 see stats
By Joel the Homosuperior Brawler level 4
75th Pyre 122nd year of Ascendancy at 05:56 see stats
By Joel the Homosuperior Brawler level 2
74th Pyre 122nd year of Ascendancy at 15:00 see stats
Log
You extract fire opal from voratun battleaxe of crippling (57-85.5 power, 4 apr)
You gain 20.00 gold from the transmogrification of fire opal.
You gain 8.30 gold from the transmogrification of truestriking steel battleaxe of ruin (22.5-33.75 power, 2 apr).
You extract garnet from truestriking dwarven-steel battleaxe of corruption (31.5-47.25 power, 2 apr)
You gain 12.00 gold from the transmogrification of garnet.
You extract jade from stralite battleaxe of ruin (47.5-71.25 power, 3 apr)
You gain 16.00 gold from the transmogrification of jade.
You extract turquoise from stralite battleaxe of crippling (46.5-69.75 power, 3 apr)
You gain 16.00 gold from the transmogrification of turquoise.
You extract jade from quick stralite battleaxe of shearing (45.5-68.25 power, 3 apr)
You gain 16.00 gold from the transmogrification of jade.
You extract quartz from inquisitor's dwarven-steel battleaxe of amnesia (30.5-45.75 power, 2 apr)
You gain 12.00 gold from the transmogrification of quartz.
You extract pearl from balanced voratun battleaxe of torment (56-84 power, 4 apr)
You gain 20.00 gold from the transmogrification of pearl.
You gain 2.38 gold from the transmogrification of shielding rune (absorb 460 for 8 turns).
You gain 3.10 gold from the transmogrification of invisibility rune (power 12 for 10 turns).
You gain 1.69 gold from the transmogrification of biting gale rune (398 cold damage; freeze 3 turns with power 22).
You gain 1.98 gold from the transmogrification of movement infusion (712% speed; 9 turns).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Joel deactivates Precise Strikes.
Joel deactivates Chant of Fortitude.
Joel deactivates Daunting Presence.
Joel deactivates Exploit Weakness.
Joel deactivates Bone Shield.
Joel deactivates Trained Reactions.
Joel deactivates Striking Stance.