Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. 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: Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 200 / 8084% |
Size | big |
Lifes / Deaths | Killed by Silayabeth the cutpurse at level 12 on the 2nd Mirth 122nd year of Ascendancy at 07:04 / 17Killed by bandit at level 13 on the 2nd Mirth 122nd year of Ascendancy at 13:43 Killed by Layowe the rogue at level 13 on the 2nd Mirth 122nd year of Ascendancy at 17:19 Killed by bandit at level 14 on the 3rd Mirth 122nd year of Ascendancy at 01:14 Killed by ritch flamespitter at level 17 on the 10th Flare 122nd year of Ascendancy at 12:05 Killed by Yvyta the giant ice ant at level 17 on the 10th Flare 122nd year of Ascendancy at 13:03 Killed by rimebark at level 17 on the 10th Flare 122nd year of Ascendancy at 14:18 Killed by Poludathra the grannor'vor at level 18 on the 10th Flare 122nd year of Ascendancy at 16:06 Killed by Ce'Nylravea the giant carpenter ant at level 19 on the 10th Flare 122nd year of Ascendancy at 17:09 Killed by Salagarin the cave bear at level 50 on the 8th Dusk 122nd year of Ascendancy at 05:11 Killed by void horror at level 67 on the 20th Dusk 122nd year of Ascendancy at 09:20 Killed by Elhemas the thaurhereg at level 76 on the 20th Dusk 122nd year of Ascendancy at 14:51 Killed by ritch flamespitter at level 86 on the 21st Dusk 122nd year of Ascendancy at 14:19 Killed by Xadakira the snow giant at level 96 on the 22nd Dusk 122nd year of Ascendancy at 09:25 Killed by Zubimira the skeleton mage at level 106 on the 28th Dusk 122nd year of Ascendancy at 05:53 Killed by Porelaith the gigantic gravity worm at level 113 on the 38th Dusk 122nd year of Ascendancy at 23:35 Killed by Lisuriawyn the skeleton archer at level 142 on the 52nd Dusk 122nd year of Ascendancy at 16:13 |
Primary Stats
Strength | 322 (base 100) |
Dexterity | 294 (base 100) |
Constitution | 263 (base 100) |
Magic | 120 (base 12) |
Willpower | 339.02441303782 (base 100) |
Cunning | 319.39955279072 (base 100) |
Resources
Life | 10074/10074 |
Hate | 134/134 |
Psi | 561/561 |
Equilibrium | 7 |
Healing Factor | 2.5 |
Regeneration | 165.48215208529 |
Speed
Mental | +84.95335128711% |
Attack | +74.95335128711% |
Movement | +149.72877054914% |
Spell | 0% |
Global | +246.25716500471% |
Vision
Sight | 18 |
Lite | 3 |
Infravision | 51 |
See Stealth | 37 |
See Invisible | 75 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 631 |
Accuracy | 150 |
Crit Chance | 230% |
APR | 249 |
Speed | 0.54 |
Offense: Offhand
Damage | 482 |
Accuracy | 150 |
Crit Chance | 243% |
APR | 225 |
Speed | 0.54 |
Offense: Spell
Spellpower | 86.6 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 171.03061873499 |
Crit Chance | 100% |
Speed | 0.57158093437086 |
Offense: Damage Bonus
All | +29% |
Defense: Base
Armour (hardiness) | 215.23704257841 (100%) |
Defense | 215.84851587222 |
Ranged Defense | 217.12124314494 |
Fatigue | 0 |
Physical Save | 168.34127148183 |
Spell Save | 140.74749848746 |
Mental Save | 171.30775904183 |
Defense: Resistances
All | + 20%( 87%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 94% |
Bleed Resistance | 74% |
Teleport Resistance | 70% |
Disarm Resistance | 100% |
Pinning Resistance | 91% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 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 53 for 11 turns. While Heroism is active, you will only die when reaching -1845 life. However, when below 0 you cannot see how much life you have left. 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. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1408 life over 5 turns. Its effects scale with your Willpower stat. |
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 107 life over 5 turns. |
Class Talents
Technique / Infernal arts | 1.00 |
| 20/5 |
| 2/5 |
| 20/5 |
| 1/5 |
Wild-gift / Symbiant | 1.00 |
| 12/5 |
| 13/5 |
| 1/5 |
| 0/5 |
Technique / Stoic focus | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.00 |
| 10/5 |
| 1/5 |
| 11/5 |
| 6/5 |
Wild-gift / Wind drake aspect | 1.00 |
| 18/5 |
| 1/5 |
| 11/5 |
| 11/5 |
Wild-curse / Tiger aspect | 1.00 |
| 1/5 |
| 20/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented striking | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Cascading strikes | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.00 |
| 1/5 |
| 20/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 15/5 |
| 12/5 |
| 12/5 |
| 20/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyals-embrace | 1.00 |
| 20/5 |
| 20/5 |
| 20/5 |
| 0/5 |
Technique / Momentum | 1.00 |
| 1/5 |
| 15/5 |
| 4/5 |
| 1/5 |
Wild-gift / Hunter | 1.00 |
| 6/5 |
| 20/5 |
| 1/5 |
| 20/5 |
Psionic / Dream Forge | 1.00 |
| 10/5 |
| 1/5 |
| 11/5 |
| 10/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 20/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Suppress Magic |
talent | Psiblades |
talent | Mitosis |
talent | Cloud Seer |
talent | Augmentation |
talent | Forge Shield |
talent | Swallowtail Blade |
talent | Rabid Fury |
talent | Symbiosis |
talent | Dreamforge |
talent | Beyond the Flesh |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by ghast. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the injured seer from death by orc warrior. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by fire drake. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Aefi. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Piercing Sight (+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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. Melinda died to a Yaech raiding party at the beach. | failed |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed faerlhing fang. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of greater demon bile. | 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! | done |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | stralite dagger 'Growthripper' (65.5-85.15 power, 9 apr) stralite dagger 'Growthripper' (65.5-85.15 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 65.5 - 85.2 Uses stats: 45% Wil, 45% Cun Damage type: Physical Accuracy bonus: +1.5% APR / acc Armour Penetration: +9 Physical crit. chance: +14.0% Attack speed: 125% On weapon hit: * 14% chance to inflict damage reduction * 24% chance to daze * 40% chance to cause random gloom * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +4 temporal / +14 darkness Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +26 fire / +8 mind / +8 temporal Damage against: +12% Living When wielded/worn: Accuracy: +44 (+5 eff.) Armour penetration: +42 Physical crit. chance: +44.0% Physical power: +33 (+4 eff.) Defense: +11 (+2 eff.) Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 8 mind / 24 temporal Changes stats: +7 Str / +14 Dex / +4 Mag / +4 Wil / +3 Cun / +8 Con Changes resistances: +3% mind / +6% nature Changes resistances penetration: +11% lightning / +22% fire / +43% physical Changes damage: +9% mind / +9% fire / +9% nature / +42% physical Critical mult.: +15.00% Disarm immunity: +58% Stamina when hit: +2.00 Global speed: +8% Sharp, short and deadly. |
On hands | dwarven-steel gauntlets 'Rootgasher' (0 def, 26 armour) dwarven-steel gauntlets 'Rootgasher' (0 def, 26 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +58 (+7 eff.) Physical crit. chance: +41.0% Armour: +26 Armour Hardiness: +11% Effects on melee hit: * 45% chance to corrode armour Damage (Melee): 11 acid / 28 temporal Damage (Ranged): 28 temporal Damage when hit (Melee): 12 physical Changes stats: +4 Str / +5 Dex / +4 Wil / +12 Cun / +29 Con Changes resistances: +8% acid / +9% physical / +32% darkness / +21% temporal Changes resistances penetration: +10% acid Changes damage: +8% acid / +31% temporal Talent mastery: +0.20 Technique / Grappling Critical mult.: +42.00% Physical save: +98 (+11 eff.) Spell save: +32 (+4 eff.) Mental save: +59 (+7 eff.) Disarm immunity: +222% Life regen: +8.40 Stamina each turn: +1.60 Psi each turn: +0.54 Maximum life: +148.00 Spell crit. chance: +34% Mental crit. chance: +42% Infravision radius: +9 Healing mod.: +20% When used to modify unarmed attacks: Base power: 58.0 - 81.2 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +59 Armour Penetration: +9 Physical crit. chance: +73.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Battle Shout (20% chance level 3). When this weapon hits: Juggernaut (40% chance level 4). When this weapon hits: Second Wind (20% chance level 2). When this weapon crits: Cripple (60% chance level 3). When this weapon crits: Dominate (30% chance level 3). On weapon hit: * Slows global speed by 40% * 21% chance to gain 10% of a turn Damage (Melee): +96 physical / +53 darkness Burst (radius 2) on crit: +11 acid It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 61 for 5 turns. The radius will increase with your Cunning. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | burglar's brass lantern of corpselight burglar's brass lantern of corpselightPowered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Cun Changes resistances: +7% blight / +7% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: -8 Infravision radius: +9 See invisible: +7 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: 2.0 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 10 turns, and deals 104 blight damage or heals 115 life. Creatures standing in the retch also have 11% 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. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Unlightschism (21 def, 18 armour) Unlightschism (21 def, 18 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +7 Physical power: +15 (+2 eff.) Armour: +18 Defense: +21 (+4 eff.) Fatigue: +4% Effects on melee hit: * 15% chance to inflict damage reduction Effects when hit in melee: * 13% chance to gain 10% of a turn Damage when hit (Melee): 8 darkness / 16 physical Changes stats: +36 Str / +20 Dex / +35 Wil / +15 Cun / +12 Con Changes resistances: +11% physical / +30% darkness / +12% temporal / +44% blight / -30% light / +10% nature / +10% all Changes resistances penetration: +10% mind Changes damage: +6% temporal Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Critical mult.: +10.00% Physical save: +61 (+7 eff.) Spell save: +19 (+2 eff.) Mental save: +75 (+8 eff.) Life regen: +5.20 Stamina when hit: +2.10 Equilibrium when hit: +2.18 Maximum life: +82.00 Maximum hate: +2.00 Mindpower: +2 (+0 eff.) Light radius: +2 Infravision radius: +5 Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 21910.3 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | pair of voratun boots 'Ivydalaith' (63 def, 5 armour) pair of voratun boots 'Ivydalaith' (63 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 / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +63 (+12 eff.) Ranged Defense: +14 (+1 eff.) Fatigue: -6% Changes stats: +8 Str / +4 Dex / +6 Mag / +21 Wil / +4 Cun / +26 Con Changes resistances: +9% lightning / +9% darkness / +5% arcane / +9% nature / +9% mind Changes resistances penetration: +30% physical Maximum encumbrance: +42 Physical save: +15 (+2 eff.) Blindness immunity: +10% Silence immunity: +50% Disarm immunity: +5% Confusion immunity: +43% Stun/Freeze immunity: +44% Teleport immunity: +20% Life regen: +5.50 Mana each turn: +0.59 Maximum mana: +60.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +24 (+3 eff.) Healing mod.: +30% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Nulelar the dwarven-steel pickaxe (dig speed 1 turns) Nulelar the dwarven-steel pickaxe (dig speed 1 turns)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +13 Physical crit. chance: +11.0% Physical power: +16 (+2 eff.) Armour: +8 Defense: +13 (+3 eff.) Fatigue: -16% Changes stats: +28 Str / +13 Dex / +6 Wil / +4 Cun / +6 Con Changes resistances: +12% acid / +18% physical / +7% darkness / +8% fire / +39% nature Changes resistances penetration: +10% acid Changes damage: +11% fire / +24% nature / +11% mind Grants telepathy: Humanoid/Orc Physical save: +11 (+1 eff.) Spell save: +11 (+1 eff.) Mental save: +51 (+6 eff.) Maximum life: +121.00 Maximum stamina: +48.00 Lowers spell cool-downs by: 10% Mental crit. chance: +14% Light radius: +2 Infravision radius: +6 Movement speed: +20% When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Vilerot the voratun ring Vilerot the voratun ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+4 eff.) Armour penetration: +17 Physical power: +27 (+3 eff.) Defense: +37 (+7 eff.) Effects on melee hit: * 34% chance to blind * 20% chance to gain 10% of a turn Effects on ranged hit: * 35% chance to blind Damage when hit (Melee): 8 blight Changes stats: +8 Str / +10 Dex / +38 Mag / +8 Wil / +54 Cun / +15 Con Changes resistances: +40% light Changes resistances penetration: +25% darkness Changes damage: +3% blight / +15% nature / +20% light / +8% all Critical mult.: +5.00% Physical save: +18 (+2 eff.) Spell save: +53 (+7 eff.) Mental save: +33 (+4 eff.) Confusion immunity: +50% Stun/Freeze immunity: +90% Life regen: +11.20 Mana each turn: +0.04 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +82.00 Maximum stamina: +40.00 Spellpower: +77 (+15 eff.) Mindpower: +33 (+4 eff.) Healing mod.: +27% Damage Shield penetration: +20% 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 | Tarrilach the stralite ring Tarrilach the stralite ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +77 (+9 eff.) Armour penetration: +43 Physical power: +41 (+5 eff.) Armour: +18 Defense: +58 (+11 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 8 blight Changes stats: +18 Str / +17 Dex / +9 Mag / +9 Wil / +25 Cun / +18 Con Changes resistances: +39% blight / +72% light / +9% arcane / +39% nature Changes resistances penetration: +5% mind Changes damage: +3% blight / +9% mind / +36% light / +8% all Critical mult.: +10.00% Spell save: +34 (+4 eff.) Mental save: +23 (+3 eff.) Poison immunity: +73% Disease immunity: +78% Confusion immunity: +44% Stun/Freeze immunity: +81% Life regen: +6.80 Spellpower on spell critical (stacks up to 3 times): +8 Hate when firing a critical mind attack: +6.00 Maximum stamina: +68.00 Maximum hate: +15.00 Spellpower: +42 (+8 eff.) Mindpower: +40 (+4 eff.) Movement speed: +22% Heals friendly targets nearby when you use a nature summon: +20 Activating this item is instant. It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 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 29%. Rings can have magical properties. |
Around neck | stralite amulet 'Nightmoon' stralite amulet 'Nightmoon'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +11 (+1 eff.) Physical power: +18 (+2 eff.) Armour: +21 Defense: +49 (+9 eff.) Fatigue: -18% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 mind / 20 darkness Changes stats: +9 Str / +16 Dex / +8 Mag / +33 Wil / +9 Cun / +9 Con / +13 Lck Changes resistances: +24% temporal Changes resistances cap: +17% all Changes damage: +8% darkness / +8% temporal / +8% light / +26% physical Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.21 Technique / Arcane veteran Reduces incoming crit damage: 5.00% Physical save: +87 (+10 eff.) Spell save: +22 (+3 eff.) Mental save: +88 (+10 eff.) Blindness immunity: +31% Confusion immunity: +66% Pinning immunity: +41% Knockback immunity: +43% Teleport immunity: +50% Life regen: +4.80 Stamina each turn: +1.30 Maximum psi: +30.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +40 (+4 eff.) Mental crit. chance: +4% Infravision radius: +14 Sight radius: +2 See invisible: +19 Movement speed: +10% Combat speed: +20% Reduce all damage from unseen attackers: 18% It can be used to teleport you randomly (rad 56), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
In main hand | Gloomwilder (14-15.4 power, 94 apr, mind damage) Gloomwilder (14-15.4 power, 94 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural mindstar summons a caller. This natural frost should be returned to the wyrm. This natural lightning should be returned to the wyrm. The set is complete. Base power: 14.0 - 15.4 Uses stats: 114% Wil, 63% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +94 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction * 67% chance to corrode armour On weapon crit: * wounds the target Damage (Melee): +8 acid / +12 light / +13 bleed / +9 fire / +13 physical Damage against: +43% Undead When wielded/worn: Physical crit. chance: +13.0% Armour: +24 Damage when hit (Melee): 30 ice / 15 lightning Changes stats: +8 Str / +7 Dex / +7 Mag / +35 Wil / +33 Cun / +8 Con Changes resistances: +17% lightning / +15% temporal / +19% light / +23% nature / +11% acid / +12% physical / +25% blight / +41% cold / +31% mind / +53% darkness Changes resistances penetration: +16% lightning / +29% cold / +10% light Changes damage: +16% lightning / +31% physical / +9% light / +12% darkness / +32% cold / +9% acid / +9% fire Critical mult.: +12.00% Physical save: +48 (+5 eff.) Spell save: +9 (+1 eff.) Mental save: +26 (+3 eff.) Disarm immunity: +15% Stamina when hit: +4.00 Equilibrium when hit: +3.80 Maximum psi: +84.00 Mindpower: +45 (+5 eff.) Mental crit. chance: +22% Light radius: +4 Infravision radius: +4 See stealth: +16 See invisible: +21 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | rough leather belt 'Tularoddathad' rough leather belt 'Tularoddathad'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Changes stats: +4 Dex / +4 Cun / +4 Con / +6 Lck Changes resistances penetration: +5% blight Trap disarming bonus: +9 Stealth bonus: +6 Mental save: +7 (+1 eff.) Spellpower: +3 (+1 eff.) Infravision radius: +4 A belt that goes around your waist. |
In off hand | Mirethorn the thorny mindstar (8-8.8 power, 70 apr, mind damage) Mirethorn the thorny mindstar (8-8.8 power, 70 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 is wrathful to the hated. This natural mindstar summons a caller. This natural lightning should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. The natural wyrm seeks an element. This mindstar absorbs psionic energy that needs to be projected. The set is complete. Base power: 8.0 - 8.8 Uses stats: 101% Wil, 50% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +70 Physical crit. chance: +17.5% Attack speed: 100% On weapon hit: * Slows global speed by 13% * 14% chance to corrode armour Damage Shield penetration (this weapon only): +30% Damage (Melee): +12 blight / +14 nature slow / +14 temporal Burst (radius 2) on crit: +8 physical Damage against: +39% Undead When wielded/worn: Damage when hit (Melee): 34 lightning / 19 physical / 21 cold / 19 acid / 21 fire Changes stats: +3 Str / +3 Dex / +3 Mag / +18 Wil / +8 Cun / +3 Con Changes resistances: +50% lightning / +16% light / +37% fire / +30% nature / +19% acid / +21% physical / +20% blight / +38% cold / +18% mind / +52% darkness Changes resistances penetration: +14% lightning / +14% darkness Changes damage: +13% lightning / +8% temporal / +13% darkness / +9% arcane / +14% nature / +14% acid Talent masteries: +0.20 Cursed / Darkness +0.20 Psionic / Absorption +0.40 Psionic / Voracity +0.20 Cursed / Dark sustenance Physical save: +32 (+4 eff.) Mental save: +7 (+1 eff.) Blindness immunity: +49% Stun/Freeze immunity: +30% Stamina when hit: +3.40 Equilibrium when hit: +2.90 Mana when firing critical spell: +3.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +12.00 Psi when firing a critical mind attack: +8.00 Hate per kill: +4.00 Psi per kill: +4.00 Maximum hate: +17.00 Maximum psi: +34.00 Maximum vim: +30.00 Spellpower: +4 (+1 eff.) Mindpower: +76 (+8 eff.) Mental crit. chance: +23% See stealth: +16 See invisible: +17 Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +40 Life leech chance: +17% Life leech: +14% 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. |
Cloak | Runomas the Flashguile (28 def, 12 armour) Runomas the Flashguile (28 def, 12 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +12 Defense: +28 (+6 eff.) Fatigue: -3% Changes stats: +12 Str / +4 Dex / +10 Mag / +19 Wil / +11 Cun / +16 Con Changes resistances: +14% cold / +13% fire / +13% light / +13% darkness Changes resistances penetration: +15% light / +20% fire / +8% darkness / +7% arcane Changes damage: +9% physical / +9% darkness / +19% arcane Critical mult.: +28.00% Reduces incoming crit damage: 10.00% Stealth bonus: +23 Physical save: +61 (+7 eff.) Spell save: +20 (+2 eff.) Mental save: +13 (+1 eff.) Stamina each turn: +1.00 Maximum life: +211.00 Maximum mana: +84.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +14% Mental crit. chance: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Brightnigh (118 def, 12 armour) Brightnigh (118 def, 12 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour penetration: +17 Physical crit. chance: +16.0% Physical power: +25 (+3 eff.) Armour: +12 Defense: +118 (+22 eff.) Effects on melee hit: * 60% chance to blind * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal / 12 fire Changes stats: +8 Str / +23 Mag / +46 Wil / +5 Cun / +9 Con Changes resistances: +13% lightning / +3% temporal / +19% light / +17% fire / +14% acid / +18% physical / +15% blight / +31% cold / +6% mind / +13% darkness Changes resistances penetration: +10% temporal / +50% mind / +10% fire Changes damage: +17% lightning / +15% temporal / +40% light / +16% fire / +17% nature / +13% all / +13% acid / +25% physical / +14% darkness / +30% cold / +18% arcane / +43% mind Talent cooldown: Refit Golem (-6 turns) Physical save: +79 (+9 eff.) Spell save: +25 (+3 eff.) Mental save: +129 (+14 eff.) Poison immunity: +44% Disease immunity: +44% Silence immunity: +44% Life regen: +5.00 Mana each turn: +0.26 Psi each turn: +2.35 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +133.00 Maximum mana: +178.00 Maximum psi: +94.00 Spellpower: +67 (+13 eff.) Spell crit. chance: +27% Mindpower: +33 (+4 eff.) Mental crit. chance: +21% Light radius: +3 Combat speed: +10% Healing mod.: +104% Chance to avoid any damage: +33% It can be used to activate talent Shattering Shout, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1384.78 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
shielding rune of the psychic (absorb 1280 for 4 turns) shielding rune of the psychic (absorb 1280 for 4 turns)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: 14 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 1280 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Airwill AirwillInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +28 (+3 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +19 (+2 eff.) Defense: +20 (+4 eff.) Damage when hit (Melee): 8 arcane / 8 lightning Changes stats: +6 Wil / +6 Con / +15 Lck Changes resistances: +6% fire / +28% physical / +6% arcane / +27% temporal Changes resistances penetration: +30% lightning Changes damage: +3% fire / +20% physical Critical mult.: +17.00% Physical save: +20 (+2 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +25% Pinning immunity: +50% Knockback immunity: +41% Life regen: +2.60 Stamina each turn: +2.40 Maximum life: +80.00 Mindpower: +12 (+1 eff.) Combat speed: +20% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
gold amulet 'Belirin' gold amulet 'Belirin'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +8 (+1 eff.) Defense: +11 (+2 eff.) Fatigue: -8% Changes stats: +7 Str / +11 Dex / +10 Wil / +10 Cun / +18 Con / +14 Lck Changes resistances: +21% lightning / +22% temporal / +22% light / +11% physical / +22% cold / +22% darkness / +19% fire Changes resistances penetration: +10% blight Changes damage: +6% blight / +8% physical Grants telepathy: All Talent mastery: +0.25 Corruption / Hexes Reduces incoming crit damage: 10.00% Physical save: +85 (+9 eff.) Spell save: +56 (+7 eff.) Mental save: +79 (+9 eff.) Blindness immunity: +91% Cut immunity: +60% Confusion immunity: +36% Pinning immunity: +33% Stun/Freeze immunity: +37% Knockback immunity: +37% Life regen: +5.20 Stamina each turn: +1.90 Maximum life: +114.00 Mindpower: +22 (+2 eff.) Infravision radius: +15 Sight radius: +4 See invisible: +22 Movement speed: +10% Combat speed: +10% Healing mod.: +22% Reduce all damage from unseen attackers: 16% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 926 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
wanderer's gold amulet of constitution (+5) wanderer's gold amulet of constitution (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +5 Cun / +10 Con Life regen: +0.60 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +1.00 Rings can have magical properties. |
savage's gold ring of misery savage's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +6 Cun / +4 Con Spell save: +16 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum stamina: +28.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: 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 38%. Rings can have magical properties. |
sneakthief's gold ring of pilfering sneakthief's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +13 Defense: +13 (+3 eff.) Changes stats: +8 Cun / +8 Dex 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. |
treant's copper ring of pilfering treant's copper ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +8 Defense: +9 (+2 eff.) Changes resistances: +6% nature / +7% blight Poison immunity: +11% Disease immunity: +12% 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. |
voratun greatmaul 'Yvyna' (91-136.5 power, 4 apr) voratun greatmaul 'Yvyna' (91-136.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 6.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 91.0 - 136.5 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.3% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 49% chance to daze * 20% chance to torment the target On weapon crit: * cripple the target Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +27 fire When wielded/worn: Accuracy: +42 (+5 eff.) Armour penetration: +24 Physical crit. chance: +21.0% Defense: +20 (+4 eff.) Fatigue: -2% Changes stats: +6 Str / +17 Dex / +6 Mag / +6 Wil / +6 Cun / +9 Con Changes resistances: +14% all Changes resistances penetration: +17% lightning / +19% physical / +42% darkness / +21% nature / +21% fire / +42% mind / +10% arcane Changes damage: +15% mind / +33% physical Disarm immunity: +70% Global speed: +7% * Grants [Heavy Strike] Talent Massive two-handed mauls. |
iron greatspear (13.5-21.6 power, 4 apr) iron greatspear (13.5-21.6 power, 4 apr)Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatspear ; tier 1 It must be held with both hands. Base power: 13.5 - 21.6 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 83% Thrust Range: 2 A heavy spear. |
Airwrither (61-97.6 power, 4 apr) Airwrither (61-97.6 power, 4 apr)Requires: - Strength 48 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: 61.0 - 97.6 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +4 Physical crit. chance: +17.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 20% chance to daze * Random elemental explosion * 25% chance for lightning to arc to a second target Damage (Melee): +19 lightning / +4 temporal When wielded/worn: Armour penetration: +16 Effects on melee hit: * 15% chance to daze Changes resistances penetration: +19% acid / +20% physical / +5% temporal / +17% fire / +19% cold / +39% lightning Changes damage: +14% physical Massive two-handed swords. |
Galynik the Moldknight (90-144 power, 4 apr) Galynik the Moldknight (90-144 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 90.0 - 144.0 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +24 lightning / +8 nature / +16 light When wielded/worn: Armour penetration: +19 Physical crit. chance: +21.0% Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 4 nature Changes resistances penetration: +16% physical / +10% nature / +5% fire Changes damage: +9% nature / +17% physical Light radius: +1 Massive two-handed swords. |
acidic iron greatsword of massacre (23-36.8 power, 1 apr) acidic iron greatsword of massacre (23-36.8 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Massive two-handed swords. |
iron longsword (12-16.8 power, 2 apr) iron longsword (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Eye of Summer (8-8.8 power, 18 apr, fire damage) Eye of Summer (8-8.8 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 35% Wil, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Falcon's Eye (7-7.7 power, 15 apr, mind damage) Falcon's Eye (7-7.7 power, 15 apr, mind damage)Requires: - Willpower 12 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+0 eff.) Mental crit. chance: +4% Light radius: +1 Infravision radius: +1 Sight radius: +1 It can be used to activate talent Earth's Eyes (costing 15 power out of 18/18) : Effective talent level: 1.0 Power cost: 15 out of 18/18. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 7. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. It seems to magnify everything. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Talent mastery: +0.20 Wild-curse / Snake aspect Poison immunity: +50% Mindpower: +4 (+0 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 611.41 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Thermal Focus (14-15.4 power, 32 apr, fire damage) Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+2 eff.) Psi each turn: +1.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
hateful living mindstar (16.5-18.15 power, 40 apr, mind damage) hateful living mindstar (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% mind / +11% darkness Changes damage: +19% mind / +12% darkness Mindpower: +10 (+1 eff.) Mental crit. chance: +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. |
horrifying mossy mindstar of the jelly (2.5-2.75 power, 12 apr, nature damage) horrifying mossy mindstar of the jelly (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 2 darkness Changes damage: +3% acid / +2% mind / +3% darkness Equilibrium when hit: +0.50 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (3-3.3 power, 12 apr, mind damage) mossy mindstar (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-2.2 power, 12 apr, nature damage) mossy mindstar (2-2.2 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
primordial living mindstar of vitality (17-18.7 power, 40 apr, mind damage) primordial living mindstar of vitality (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +13.0% Attack speed: 100% Damage (Melee): +13 temporal / +12 nature slow Damage against: +30% Undead When wielded/worn: Changes resistances: +11% blight / +17% darkness / +11% nature Changes damage: +9% nature / +8% temporal Stamina when hit: +1.60 Mindpower: +10 (+1 eff.) Mental crit. chance: +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. |
Ologotar the ash magestaff (15-18 power, 3 apr, lightning element) Ologotar the ash magestaff (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to disease Burst (radius 1) on hit: +8 blight When wielded/worn: Defense: +9 (+2 eff.) Effects on melee hit: * 8% chance to blind Changes stats: +4 Con Changes resistances: +6% light / +3% blight Changes damage: +15% lightning Talent granted: +1 Command Staff Physical save: +3 (+0 eff.) Knockback immunity: +5% Life regen: +0.90 Mana each turn: +0.17 Spellpower: +21 (+4 eff.) Spell crit. chance: +2% Light radius: +3 Healing mod.: +11% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (20-24 power, 4 apr, physical element) Staff of Destruction (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Anigrim the Glarefurnace (20-28 power, 4 apr) Anigrim the Glarefurnace (20-28 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind * 12% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +28 insidious poison / +11 temporal / +4 light / +14 nature When wielded/worn: Accuracy: +9 (+1 eff.) Damage when hit (Melee): 12 acid Changes stats: +2 Str Changes resistances penetration: +5% acid Changes damage: +9% acid / +9% physical / +6% light Stamina when hit: +1.60 Light radius: +3 One-handed war axes. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+1 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
cashmere cloak of the Shaloren (2 def, 0 armour) cashmere cloak of the Shaloren (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Mag / +2 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Eldoral (1 def, 0 armour) regal linen cloak of Eldoral (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +3 Wil / +2 Cun Mental save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bokiyon the elven-silk robe (12 def, 0 armour) Bokiyon the elven-silk robe (12 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +1 Str / +2 Dex / +26 Mag / +11 Wil / +21 Cun / +1 Con Changes resistances: +20% acid / +20% physical / +24% light / +20% fire / +48% cold Changes resistances penetration: +30% temporal / +17% mind / +28% physical Changes damage: +40% temporal / +49% light / +15% fire / +19% all / +15% acid / +52% physical / +20% mind / +34% cold / +20% arcane / +33% darkness Grants telepathy: Dragon Talent cooldown: Refit Golem (-6 turns) Critical mult.: +30.00% Silence immunity: +50% Psi each turn: +1.00 Equilibrium when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +7 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum mana: +110.00 Maximum psi: +70.00 Spellpower: +59 (+12 eff.) Spell crit. chance: +20% Mindpower: +9 (+1 eff.) Mental crit. chance: +7% See invisible: +3 Reduces paradox anomalies(equivalent to willpower): +32 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Taintfoe' (102 def, 11 armour) silk robe 'Taintfoe' (102 def, 11 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour penetration: +16 Physical crit. chance: +9.0% Physical power: +18 (+2 eff.) Armour: +11 Defense: +102 (+19 eff.) Changes stats: +8 Str / +39 Mag / +45 Wil / +23 Cun / +9 Con Changes resistances: +13% lightning / +49% light / +45% fire / +6% nature / +18% acid / +16% physical / +35% mind / +17% blight / +31% cold / +8% arcane / +39% darkness Changes resistances penetration: +11% temporal / +5% nature / +13% physical Changes damage: +16% lightning / +17% temporal / +48% darkness / +30% fire / +17% nature / +30% all / +13% acid / +39% physical / +30% cold / +84% light Talent cooldown: Refit Golem (-6 turns) Critical mult.: +18.00% Physical save: +48 (+5 eff.) Spell save: +18 (+2 eff.) Mental save: +118 (+13 eff.) Poison immunity: +42% Disease immunity: +40% Silence immunity: +15% Knockback immunity: +15% Life regen: +4.20 Mana each turn: +0.34 Psi each turn: +0.34 Vim when firing critical spell: +3.00 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum life: +142.00 Spellpower: +63 (+13 eff.) Spell crit. chance: +27% Light radius: +4 Combat speed: +10% Healing mod.: +52% Damage Shield penetration: +10% Chance to avoid any damage: +11% Reduces paradox anomalies(equivalent to willpower): +15 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Shattering Shout, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1384.78 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dourquarry the pair of rough leather boots (17 def, 1 armour) Dourquarry the pair of rough leather boots (17 def, 1 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +17 (+3 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: -16% Damage when hit (Melee): 12 arcane / 28 darkness Changes stats: +3 Dex / +7 Mag / +12 Wil / +4 Cun / +11 Con Changes resistances: +14% temporal / +26% darkness / +5% arcane Changes resistances penetration: +18% physical / +37% darkness / +10% nature / +10% arcane / +12% temporal Changes damage: +6% darkness Maximum encumbrance: +78 Physical save: +69 (+8 eff.) Spell save: +41 (+5 eff.) Mental save: +48 (+5 eff.) Silence immunity: +26% Confusion immunity: +26% Stun/Freeze immunity: +26% Lowers spell cool-downs by: 20% Mindpower: +15 (+2 eff.) Movement speed: +20% Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Toremavon the pair of voratun boots (0 def, 5 armour) Toremavon the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +7 Str / +3 Dex / +3 Cun / +7 Con Changes resistances: +13% lightning / +15% temporal Changes resistances penetration: +15% blight Changes damage: +9% physical Maximum encumbrance: +39 Physical save: +7 (+1 eff.) Spell save: +3 (+0 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Size category: +1 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emeliwen the iron gauntlets (0 def, 1 armour) Emeliwen the iron gauntlets (0 def, 1 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: +2 (+0 eff.) Physical power: +7 (+1 eff.) Armour: +1 Fatigue: -2% Changes stats: +4 Str / +3 Mag Changes damage: +4% arcane Reduces incoming crit damage: 5.00% Only die when reaching: -20.00 life When used to modify unarmed attacks: Base power: 14.0 - 19.6 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% Damage (Melee): +5 arcane Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +6 arcane / +12 physical Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Olyruizor the rough leather gloves (0 def, 17 armour) Olyruizor the rough leather gloves (0 def, 17 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Physical power: +12 (+1 eff.) Armour: +17 Armour Hardiness: +7% Fatigue: -2% Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 7 fire / 15 darkness / 16 mind Changes stats: +9 Str / +3 Dex / +6 Mag / +6 Wil / +9 Cun / +20 Con Changes resistances: +6% fire / +6% physical / +18% darkness / +18% light Changes resistances penetration: +10% physical Changes damage: +6% physical / +5% fire Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Critical mult.: +10.00% Physical save: +83 (+9 eff.) Spell save: +25 (+3 eff.) Mental save: +31 (+3 eff.) Disarm immunity: +179% Life regen: +4.80 Stamina each turn: +2.40 Mana each turn: +0.16 Maximum life: +91.00 Maximum stamina: +63.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +5% Mindpower: +19 (+2 eff.) Infravision radius: +5 When used to modify unarmed attacks: Base power: 21.0 - 23.1 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +19 Armour Penetration: +1 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 1). When this weapon hits: Elemental bolt (10% chance level 1). When this weapon hits: Reproach (10% chance level 1). When this weapon hits: Stone Touch (5% chance level 1). When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Set Up (10% chance level 1). When this weapon hits: Slumber (30% chance level 1). When this weapon hits: Battle Shout (20% chance level 1). When this weapon hits: Juggernaut (50% chance level 5). When this weapon hits: Fire Breath (10% chance level 1). Damage (Melee): +7 arcane / +44 physical Burst (radius 2) on crit: +7 fire / +51 light / +54 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. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Undeathsorrow the hardened leather gloves (0 def, 2 armour) Undeathsorrow the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +3% nature Changes resistances penetration: +10% temporal Changes damage: +6% nature Life regen: +1.60 Stamina each turn: +0.80 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 3). Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Halyhir (2 def, 0 armour) Halyhir (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Wil Changes resistances: +6% acid / +6% darkness / +6% blight Physical save: +7 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Lelochik (6 def, 3 armour) Lelochik (6 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +4 (+0 eff.) Armour: +3 Defense: +6 (+1 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour Effects when hit in melee: * 12% chance to gain 10% of a turn Damage when hit (Melee): 20 acid / 12 physical Changes stats: +18 Str / +17 Dex / +3 Mag / +12 Wil / +12 Cun / +5 Con Changes resistances: +14% lightning / +7% temporal / +13% darkness / +7% fire / +7% blight / +7% cold / +13% acid / -20% light Changes resistances penetration: +15% acid Changes damage: +3% arcane Grants telepathy: Dragon Physical save: +13 (+1 eff.) Mental save: +7 (+1 eff.) Life regen: +2.40 Mindpower: +8 (+1 eff.) Infravision radius: +5 See invisible: +6 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 21910.3 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
rough leather armour 'Cloudhash' (1 def, 2 armour) rough leather armour 'Cloudhash' (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 6 arcane Damage (Ranged): 6 arcane Damage when hit (Melee): 8 arcane Changes stats: +4 Cun / +4 Wil Changes resistances: +18% acid / +18% temporal / +5% arcane Changes resistances penetration: +10% lightning Changes damage: +18% lightning Mental save: +12 (+1 eff.) Mana each turn: +0.11 Spellpower: +8 (+2 eff.) A suit of armour made of leather. |
spiked cured leather armour of resilience (2 def, 4 armour) spiked cured leather armour of resilience (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 10 physical Maximum life: +21.00 A suit of armour made of leather. |
592 alchemist agate 592 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
8 onyx 8 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. |
aquamarine 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. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 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. |
4 opal 4 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. |
4 topaz 4 topaz0.00 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 emerald 10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 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. |
4 turquoise 4 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 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. |
ruby ruby0.00 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 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. |
Gegathra [power 81] (20 cooldown) Gegathra [power 81] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Str / +1 Dex / +2 Mag / +2 Wil / +3 Cun / +1 Con Maximum wards: +5 physical / +4 mind / +5 darkness Changes resistances penetration: +5% blight Grants telepathy: Humanoid/Orc Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +3 Telekinetic Blast +3 Silence +2 Ward Infravision radius: +1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 81 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of conjuration 'Coalwar' [power 193] (10 cooldown) ash wand of conjuration 'Coalwar' [power 193] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 8 darkness / 8 arcane Changes stats: +2 Mag / +4 Cun / +4 Con Changes resistances: +6% darkness Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Changes damage: +15% arcane / +3% lightning Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Void Blast (+18 turn) Talents granted: +1 Ward +13 Strike +8 Void Blast +10 Volcano Infravision radius: +3 It can be used to fire a bolt of a random element (dam 96-193), putting all charms on cooldown for 10 turns. When used: 300% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 quartz 10 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. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Aefi the Cornac Adventurer level 200
47th Regrowth 123rd year of Ascendancy at 08:00 see stats
By Aefi the Cornac Adventurer level 184
56th Dusk 122nd year of Ascendancy at 02:39 see stats
By Aefi the Cornac Adventurer level 200
36th Pyre 123rd year of Ascendancy at 02:26 see stats
By Aefi the Cornac Adventurer level 200
67th Pyre 123rd year of Ascendancy at 06:22 see stats
By Aefi the Cornac Adventurer level 16
3rd Summertide 122nd year of Ascendancy at 04:32 see stats
By Aefi the Cornac Adventurer level 200
22nd Pyre 123rd year of Ascendancy at 14:21 see stats
By Aefi the Cornac Adventurer level 200
22nd Pyre 123rd year of Ascendancy at 13:54 see stats
By Aefi the Cornac Adventurer level 96
22nd Dusk 122nd year of Ascendancy at 07:55 see stats
By Aefi the Cornac Adventurer level 10
77th Pyre 122nd year of Ascendancy at 13:39 see stats
By Aefi the Cornac Adventurer level 20
10th Flare 122nd year of Ascendancy at 20:34 see stats
By Aefi the Cornac Adventurer level 30
1st Dusk 122nd year of Ascendancy at 18:50 see stats
By Aefi the Cornac Adventurer level 40
7th Dusk 122nd year of Ascendancy at 11:39 see stats
By Aefi the Cornac Adventurer level 50
8th Dusk 122nd year of Ascendancy at 03:57 see stats
By Aefi the Cornac Adventurer level 193
10th Haze 122nd year of Ascendancy at 11:12 see stats
By Aefi the Cornac Adventurer level 139
52nd Dusk 122nd year of Ascendancy at 11:20 see stats
By Aefi the Cornac Adventurer level 16
3rd Mirth 122nd year of Ascendancy at 06:18 see stats
By Aefi the Cornac Adventurer level 200
3rd Regrowth 123rd year of Ascendancy at 05:30 see stats
By Aefi the Cornac Adventurer level 122
39th Dusk 122nd year of Ascendancy at 14:18 see stats
By Aefi the Cornac Adventurer level 46
7th Dusk 122nd year of Ascendancy at 19:58 see stats
By Aefi the Cornac Adventurer level 200
22nd Pyre 123rd year of Ascendancy at 15:39 see stats
By Aefi the Cornac Adventurer level 106
28th Dusk 122nd year of Ascendancy at 05:45 see stats
By Aefi the Cornac Adventurer level 11
78th Pyre 122nd year of Ascendancy at 06:39 see stats
By Aefi the Cornac Adventurer level 130
51st Dusk 122nd year of Ascendancy at 17:43 see stats
By Aefi the Cornac Adventurer level 200
28th Regrowth 123rd year of Ascendancy at 21:19 see stats
By Aefi the Cornac Adventurer level 147
53rd Dusk 122nd year of Ascendancy at 06:36 see stats
By Aefi the Cornac Adventurer level 63
9th Dusk 122nd year of Ascendancy at 15:46 see stats
By Aefi the Cornac Adventurer level 175
55th Dusk 122nd year of Ascendancy at 14:12 see stats
Log
Aefi uses Concentrate.
Aefi strikes the dreamforge!
Aefi uses Concentrate.
There is a ladder to the next level here (press '' or right click to use).
You gain 2.14 gold from the transmogrification of arcing pouch of stralite shots of accuracy (20/20, 45.5-54.6 power, 5 apr).
You gain 1.65 gold from the transmogrification of warded dwarven-steel shield of cold resistance (+21%) (8 def, 2 armour, 77 block).
You gain 9.22 gold from the transmogrification of searing reinforced leather armour of Toknor (4 def, 7 armour).
You gain 25.00 gold from the transmogrification of Korydin (10 def, 5 armour).
You gain 0.75 gold from the transmogrification of hardened leather sling.
You gain 7.24 gold from the transmogrification of balanced stralite mace of daylight (35.5-49.7 power, 5 apr).
You gain 3.76 gold from the transmogrification of slime-covered dwarven-steel battleaxe of purging (32.5-48.75 power, 2 apr).
You gain 2.05 gold from the transmogrification of foul glowing aurastone.
There is a ladder to the previous level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Aefi deactivates Forge Shield.
Aefi deactivates Mitosis.
Aefi deactivates Mental Tyranny.
Aefi deactivates Swallowtail Blade.
Aefi deactivates Cloud Seer.
Aefi deactivates Dreamforge.
Aefi deactivates Rabid Fury.
Aefi deactivates Beyond the Flesh.
Aefi deactivates Suppress Magic.
Aefi deactivates Symbiosis.
Aefi deactivates Psiblades.
Aefi deactivates Augmentation.