










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 30 / 21% |
Size | big |
Lifes / Deaths | Killed by Mindworm at level 30 on the 36th Regrowth 123rd year of Ascendancy at 07:56 / 2Killed by Gylevea the large white snake at level 30 on the 36th Regrowth 123rd year of Ascendancy at 08:12 |
Primary Stats
Strength | 94 (base 60) |
Dexterity | 79 (base 56) |
Constitution | 32 (base 13) |
Magic | 10 (base 10) |
Willpower | 17 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | -252/1096 |
Stamina | 204/204 |
Healing Factor | 1.1724420161895 |
Regeneration | 7.2310912120539 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 32.835386447974 |
See Invisible | 32.835386447974 |
Offense: Mainhand
Damage | 141 |
Accuracy | 66 |
Crit Chance | 21% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Light | +15% |
Physical | +44% |
Arcane | +6% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
All | 0% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 70.139431127222 (93.292586063405%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 36 |
Physical Save | 49 |
Spell Save | 28 |
Mental Save | 18 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 21%( 70%) |
Physical | + 41%( 70%) |
Cold | + 60%( 70%) |
All | + 15%( 70%) |
Darkness | + 34%( 70%) |
Temporal | + 23%( 70%) |
Lightning | + 31%( 70%) |
Mind | + 20%( 70%) |
Fire | + 54%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 20% |
Bleed Resistance | 100% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Stun Resistance | 23% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 479 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 122 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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 has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed naga tongue. * You've found the needed bloated horror heart. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Str / +6 Con Changes resistances: +3% acid / +6% mind / +9% darkness Changes damage: +8% physical Confusion immunity: +20% Maximum life: +40.00 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% temporal Changes resistances penetration: +10% temporal Changes damage: +6% arcane Maximum life: +45.00 Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con Changes resistances: +6% cold Changes resistances penetration: +15% physical Changes damage: +9% light / +15% cold Only die when reaching: -60.00 life A cap made of leather. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +6 Damage when hit (Melee): 10 physical Changes damage: +12% physical Physical save: +6 (+2 eff.) Life regen: +2.50 Stamina each turn: +0.50 Psi each turn: +0.19 Only die when reaching: -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% darkness / +12% fire Light radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 410 Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +4 Defense: +23 (+6 eff.) Damage when hit (Melee): 6 acid Changes stats: +4 Str / +4 Dex / +4 Cun Stamina each turn: +3.00 Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes resistances: +6% nature / +7% blight Poison immunity: +10% Disease immunity: +11% It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 3.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 103% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Changes damage: +6% light / +6% physical Critical mult.: +10.00% Mental save: +6 (+4 eff.) Disarm immunity: +20% Stun/Freeze immunity: +23% Teleport immunity: +20% Maximum life: +80.00 Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +14.5% Attack speed: 100% When wielded/worn: Accuracy: +21 (+5 eff.) Physical power: +10 (+3 eff.) Damage when hit (Melee): 4 physical Changes stats: +12 Str Changes damage: +12% physical Stamina each turn: +3.00 Maximum hate: +10.00 One-handed war axes. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +1 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +15 (+4 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 13 Changes damage: +6% physical Critical mult.: +5.00% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 35 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 54.0 - 64.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 Damage (Melee): +26 physical Damage (radius 2) on crit: +12 darkness When wielded/worn: Armour penetration: +3 Armour: +17 Fatigue: +8% Changes stats: +8 Dex / +5 Wil / +2 Con Changes resistances: +30% cold / +18% physical Talent granted: +1 Block Slows Projectiles: +26% Bonus block near projectiles: +87 Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Main armor | ![]() Requires: - Massive armour training - Strength 48 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +20 Fatigue: +22% Damage (Melee): 8 acid / 11 fire Damage when hit (Melee): 13 acid / 12 fire Changes stats: +3 Str / +2 Con Changes resistances: +33% acid / +12% physical / +7% cold / +8% lightning / +24% fire Physical save: +15 (+5 eff.) Stamina each turn: +1.00 A suit of armour made of metal plates. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 288.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 52.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() blink rune (range 5; phase 17; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 2 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 38% Changes stats: +5 Dex / +5 Wil Changes resistances penetration: +10% nature Equilibrium when hit: +0.16 Maximum psi: +20.00 Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +1 Dex / +6 Con Changes resistances: +12% light / +11% darkness Changes resistances penetration: +5% temporal Reduces incoming crit damage: 15.00% Blindness immunity: +21% See invisible: +6 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 13 Changes stats: +3 Dex Changes resistances: +3% blight / +6% temporal Changes damage: +9% acid Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +8 (+2 eff.) Changes stats: +6 Lck Talent masteries: +0.21 Cunning / Survival +0.21 Technique / Shield offense Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 13 Damage when hit (Melee): 4 mind Changes stats: +6 Str / +6 Con Changes resistances: +12% mind / +9% blight Changes resistances penetration: +15% darkness Changes damage: +9% blight / +3% mind Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+7 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 34 power out of 50/50) : Effective talent level: 3.5 Power cost: 34 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +16 (+5 eff.) Changes stats: +3 Cun / +7 Con Changes damage: +15% physical Only die when reaching: -40.00 life Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +3% physical Maximum encumbrance: +20 Disarm immunity: +10% Only die when reaching: -20.00 life Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +6% lightning / +40% darkness / +6% light Changes damage: +20% darkness / +6% lightning Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings make your fingers look great! |
![]() balanced stralite battleaxe of massacre (58-86 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 57.5 - 86.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +13 (+4 eff.) Disarm immunity: +50% Massive two-handed battleaxes. |
![]() manaburning voratun battleaxe of erosion (58-86 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 24 arcane resource burn Damage (Melee): +16 nature Massive two-handed battleaxes. |
![]() truestriking voratun battleaxe (56-85 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +14 Changes resistances penetration: +17% physical Massive two-handed battleaxes. |
![]() Betann the Daysweep (28-37 power, 24 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +24 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 4). When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 6 Damage Shield penetration (this weapon only): +14% Damage (Melee): +10 blight / +4 light Damage (radius 2) on crit: +12 light When wielded/worn: Changes resistances penetration: +10% cold Changes damage: +3% light / +6% cold Disease immunity: +16% Maximum psi: +40.00 Sharp, short and deadly. |
![]() Samaroddarath the Blizzardpulverizer (38-50 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +15 nature When wielded/worn: Physical crit. chance: +13.0% Changes stats: +10 Str / +10 Dex / +10 Mag / +8 Wil / +7 Cun / +6 Con Changes resistances: +3% lightning / +3% light / +6% blight / +3% fire / +6% darkness Changes resistances penetration: +5% cold Changes damage: +9% cold Sharp, short and deadly. |
![]() balanced voratun dagger of enduring (40-51 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +10 (+3 eff.) Changes stats: +9 Con / +8 Wil Disarm immunity: +28% Maximum life: +66.00 Sharp, short and deadly. |
![]() inquisitor's stralite dagger of massacre (38-49 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 37.5 - 48.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Deals 27 Manaburn damage and puts 1 random spell talent on cooldown for 2 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() warbringer's stralite dagger of projection (28-37 power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +2 Con Changes resistances penetration: +9% physical Disarm immunity: +20% Sharp, short and deadly. |
![]() blazebringer's stralite greatmaul of massacre (66-100 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +54 fire When wielded/worn: Changes resistances penetration: +21% fire Global speed: +7% Massive two-handed mauls. |
![]() slime-covered stralite greatmaul of dampening (56-85 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 38% When wielded/worn: Changes resistances: +12% acid / +13% lightning / +10% cold / +16% fire / +10% all Spell save: +12 (+6 eff.) Massive two-handed mauls. |
![]() stralite greatmaul 'Thundermonster' (65-98 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 65.0 - 97.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +20 lightning When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 38% Changes damage: +6% mind Spell save: +6 (+3 eff.) Mental save: +18 (+10 eff.) Equilibrium when hit: +0.08 Mental crit. chance: +3% Massive two-handed mauls. |
![]() truestriking stralite greatsword of shearing (50-80 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +36 (+9 eff.) Armour penetration: +27 Changes resistances penetration: +10% physical / +13% all Massive two-handed swords. |
![]() voratun greatsword of amnesia (63-101 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Massive two-handed swords. |
![]() Hettarodor the elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +15 fire When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +3 Str Changes resistances: +6% lightning / +6% fire / +6% nature / +3% blight Changes resistances penetration: +9% physical / +14% temporal Changes damage: +15% fire / +15% temporal / +12% physical Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): +8 blight When wielded/worn: Changes stats: +7 Con / +5 Wil Disease immunity: +10% Maximum life: +11.00 Sharp, long, and deadly. |
![]() Demonreign the dwarven-steel mace (29-41 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 13% chance to slow global speed by 38% When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 11% * 20% chance to reduce all saves and defense by 13 Changes resistances: +15% mind Changes resistances penetration: +15% nature Blunt and deadly. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% lightning Changes resistances penetration: +20% light / +15% lightning Changes damage: +6% lightning / +9% nature Blunt and deadly. |
![]() Ulfyzilakan the Bleakdream (36-51 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 arcane Changes resistances: +5% arcane / +9% darkness Changes damage: +15% arcane Critical mult.: +27.00% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +8 (+2 eff.) Changes resistances: +9% temporal Reduces incoming crit damage: 10.00% Disarm immunity: +27% Knockback immunity: +10% Blunt and deadly. |
![]() Demonraven (13-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Effects on melee hit: * 10% chance to reduce damage dealt by 11% Damage (Melee): 8 cold Damage when hit (Melee): 4 darkness Changes resistances: +9% lightning / +28% cold / +13% fire Changes resistances penetration: +10% cold Changes damage: +12% lightning / +8% fire / +21% darkness / +18% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection +0.10 Psionic / Voracity +0.10 Psionic / Absorption Talent granted: +1 Attune Mindstar Mindpower: +8 (+4 eff.) Mental crit. chance: +4% 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. |
![]() Radhudil the thorny mindstar (8-8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Changes resistances: +18% light / +12% temporal Talent granted: +1 Attune Mindstar Critical mult.: +17.00% Spell save: +9 (+5 eff.) Equilibrium when hit: +0.08 Maximum psi: +20.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
![]() Relgizilasus (17-19 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +16 arcane When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 15% Damage (Melee): 10 lightning Changes stats: +4 Str / +6 Dex / +5 Mag / +5 Wil / +5 Cun / +6 Con Changes resistances: +12% lightning / +6% acid Changes resistances penetration: +14% lightning Changes damage: +10% lightning / +3% acid Talent granted: +1 Attune Mindstar Physical save: +5 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +4 (+3 eff.) Equilibrium when hit: +1.90 Mindpower: +15 (+8 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. |
![]() mitotic pulsing mindstar of gales (14-15 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +11.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 38% * 11% chance to reduce armor by 15% When wielded/worn: Defense: +14 (+4 eff.) Changes damage: +6% lightning / +9% cold / +8% physical Talent granted: +1 Attune Mindstar Pinning immunity: +18% Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to divide the mindstar in two Activation puts 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. |
![]() hardened leather sling 'Infernoripper' Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +16 fire When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +10 Cun Changes resistances penetration: +8% physical / +20% mind / +20% fire Changes damage: +24% mind Reduces incoming crit damage: 15.00% Slings are used to hurl stones or metal shots at your foes. |
![]() Tuleharaldir the Shadebreaker (20-24 power, 4 apr, blight element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +11 Wil / +2 Cun / +5 Con Changes resistances: +9% darkness Changes resistances penetration: +25% mind Changes damage: +20% blight / +12% mind Talent granted: +1 Command Staff Life regen: +1.00 Equilibrium when hit: +0.16 Spellpower: +15 (+12 eff.) Spell crit. chance: +3% Healing mod.: +21% Staves designed for wielders of magic, by the greats of the art. |
![]() cruel elven-wood magestaff of protection (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% lightning Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +12 (+11 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood vilestaff 'Windjustice' (35-42 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 35.0 - 42.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +4 Mag / +7 Wil Changes resistances: +9% nature Changes resistances penetration: +10% nature Changes damage: +35% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Reduces incoming crit damage: 10.00% Maximum mana: +42.00 Spellpower: +25 (+17 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
![]() yew vilestaff 'Airsun' (20-24 power, 4 apr, blight element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 lightning Changes resistances: +15% temporal Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Maximum life: +100.00 Spellpower: +9 (+9 eff.) Spell crit. chance: +14% Healing mod.: +20% Staves designed for wielders of magic, by the greats of the art. |
![]() stormbringer's voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 2) on crit: +26 lightning / +5 cold Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +16% lightning / +12% cold Movement speed: +35% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 acid damage (1/turn) * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Damage (radius 1) on hit: +4 fire When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +3 Dex Changes resistances: +6% fire Changes resistances penetration: +5% acid / +20% light Changes damage: +17% acid / +3% light Combat speed: +10% One-handed war axes. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 10% chance to reduce all saves and defense by 13 * 20% chance to slow global speed by 38% * 8% chance to reduce strength, dexterity, and constitution by 6 * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 blight When wielded/worn: Physical crit. chance: +11.0% Changes resistances: +3% mind Changes damage: +9% nature Disease immunity: +11% One-handed war axes. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +9 Cun Changes damage: +9% acid Critical mult.: +10.00% Physical save: +7 (+3 eff.) Mental save: +6 (+4 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
![]() Infused 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: +15 (+8 eff.) Mental crit. chance: +15% 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. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes stats: +3 Str / +1 Dex / +2 Wil / +2 Cun / +3 Con Changes damage: +3% mind Critical mult.: +6.00% A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes damage: +6% lightning Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Blindness immunity: +10% Pinning immunity: +10% Only die when reaching: -60.00 life Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() thick cashmere cloak of Eldoral (2 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Str / +1 Dex / +10 Mag / +9 Wil Changes resistances: +15% acid / +3% darkness / +9% all Changes damage: +10% acid / +3% darkness Mana each turn: +0.23 Psi each turn: +0.23 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Changes stats: +5 Con Changes resistances: +9% all Changes damage: +9% cold Physical save: +18 (+6 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dispeller's silk robe of nature (+8%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +8% lightning / +9% light / +9% darkness / +8% cold / +10% blight / +9% fire / +24% nature / +13% all Changes damage: +16% nature Physical save: +14 (+5 eff.) Spell save: +25 (+12 eff.) Mental save: +14 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven silk robe of time (+19%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all / +19% temporal Changes damage: +19% temporal Mental save: +23 (+12 eff.) Mindpower: +5 (+3 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +9 Con Changes resistances: +12% blight / +15% all Changes damage: +15% nature Poison immunity: +30% Disease immunity: +36% Life regen: +3.70 Maximum life: +62.00 Healing mod.: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() pair of hardened leather boots of void walking (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +13% darkness / +18% temporal Changes resistances penetration: +15% darkness / +13% temporal Defense after a teleport: +16 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% A pair of boots made of leather. |
![]() Sparksnake the voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +2.0% Armour: +3 Fatigue: +5% Changes stats: +3 Str / +12 Dex Changes resistances: +2% physical Changes resistances penetration: +15% lightning Stamina each turn: +3.00 Maximum stamina: +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's voratun gauntlets of archery (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +4 Str / +8 Dex / +11 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Damage (Melee): 7 cold / 7 fire Changes stats: +3 Str / +1 Mag / +1 Wil Changes resistances: +5% fire / +6% cold Changes damage: +4% fire / +3% cold Spell save: +3 (+2 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring drakeskin leather gloves of regeneration (0 def, 3 armour) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects when hit in melee: * 35 arcane resource burn Spell save: +17 (+9 eff.) Life regen: +2.10 Stamina each turn: +0.80 Psi each turn: +0.11 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +6 Fatigue: +3% Changes stats: +7 Str / +2 Dex / +5 Wil / +3 Cun / +4 Con Changes resistances: +6% physical Changes resistances penetration: +15% arcane Physical save: +7 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +5 (+5 eff.) Spell crit. chance: +4% Infravision radius: +2 A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+7 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Str / +4 Dex / +4 Wil / +12 Cun Changes resistances: +6% lightning Mental save: +7 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Str / +3 Mag / +1 Con Reduces incoming crit damage: 5.00% Mana each turn: +0.12 Spellpower: +2 (+2 eff.) Spell crit. chance: +3% Light radius: +1 See invisible: +6 A pointy cloth hat, very wizardly... |
![]() fortifying stralite mail armour of acid resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +4 Con Changes resistances: +21% acid Maximum life: +63.00 A suit of armour made of mail. |
![]() fortifying stralite mail armour of lightning resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +4 Con Changes resistances: +22% lightning Maximum life: +66.00 A suit of armour made of mail. |
![]() radiant stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +11% blight / +17% darkness Light radius: +2 A suit of armour made of mail. |
![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +13 (+4 eff.) Fatigue: +8% Changes stats: +7 Str / +6 Dex / +6 Cun Changes resistances: +13% darkness / +7% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() enlightening reinforced leather armour of Eyal (12 def, 7 armour) Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +6 Cun / +5 Wil Mental save: +13 (+7 eff.) Life regen: +5.00 Maximum life: +48.00 Healing mod.: +16% A suit of armour made of leather. |
![]() radiant reinforced leather armour of Eyal (12 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +14% blight / +18% darkness Life regen: +5.00 Maximum life: +40.00 Light radius: +1 Healing mod.: +13% A suit of armour made of leather. |
![]() rejuvenating reinforced leather armour of alacrity (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Life regen: +4.80 Stamina each turn: +1.30 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() Smoldershine the stralite plate armour (0 def, 17 armour) Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Armour: +17 Fatigue: +22% Changes stats: +4 Str Changes resistances: +5% physical / +27% fire Changes resistances penetration: +25% fire Stamina each turn: +3.00 Maximum stamina: +30.00 A suit of armour made of metal plates. |
![]() enlightening stralite plate armour of command (9 def, 19 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +9 (+3 eff.) Fatigue: +22% Changes stats: +10 Cun / +4 Wil Mental save: +34 (+18 eff.) A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +25 Defense: +15 (+4 eff.) Fatigue: +22% Changes stats: +5 Mag / +7 Wil / +12 Cun / +3 Con Reduces incoming crit damage: 15.00% Mental save: +21 (+11 eff.) Only die when reaching: -40.00 life A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 19.5 - 23.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +81 Damage (Melee): +14 physical / +12 light / +11 darkness When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +3 Mag / +2 Wil / +2 Cun Changes resistances: +11% physical / +24% light / +12% darkness Changes resistances penetration: +10% light Changes damage: +15% light / +10% darkness Talent granted: +1 Block Light radius: +1 Slows Projectiles: +14% Bonus block near projectiles: +26 Handheld deflection devices. |
![]() Polerin the Shadenoon (0 def, 6 armour, 29-35 power, 79.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (Melee): +16 darkness Damage (radius 1) on hit: +8 cold When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +24% lightning / +5% arcane / +18% light / +6% darkness Talent granted: +1 Block Spell save: +3 (+2 eff.) Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +146 Damage (Melee): +20 mind Damage (radius 2) on crit: +20 nature When wielded/worn: Armour: +8 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 266 physical damage over 5 turns (1/turn) Changes resistances: +9% mind / +6% cold Changes resistances penetration: +15% nature / +15% cold Changes damage: +15% nature / +15% mind Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.5 - 55.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +8 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 266 physical damage over 5 turns (1/turn) Changes stats: +1 Str / +4 Dex Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+5 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Noonstreak the alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light / 4 cold Changes stats: +6 Str Changes resistances: +18% light Changes damage: +6% light Maximum life: +64.00 Light radius: +4 See invisible: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 20 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 135 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() psychokinetic pouch of stralite shots of wind (16/19, 47-56 power, 5 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 47.0 - 56.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 190 physical damage * 20% chance to knock the target back 3 spaces and deal 62 physical damage Travel speed: +200% Damage (Ranged): +19 physical Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() overpowered stralite torque of gale force [power 500] (1/13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to project a gust of wind in a cone knocking all creatures back 15 spaces and dealing 720 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
![]() quick stralite torque of psionic shield [power 83] (1/14 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 83 for 5 turns Activation puts all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 10 nature Changes stats: +5 Cun Changes resistances: +24% acid / +9% cold Reduces incoming crit damage: 15.00% Life regen: +4.00 See invisible: +6 It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 504 physical damage Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +6 Cun Changes resistances: +6% acid Changes resistances penetration: +15% arcane Changes damage: +15% blight Spellpower on spell critical (stacks up to 3 times): +4 It can be used to sting an enemy dealing 128 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() Rimepyre the elven-wood totem of thorny skin [power 64] (1/14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 10 acid / 10 cold Changes resistances penetration: +15% cold Changes damage: +18% acid / +24% cold It can be used to harden the skin for 7 turns increasing armour by 64 and armour hardiness by 60% Activation puts all charms on cooldown for 14 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +4 Dex / +2 Cun / +4 Con Changes resistances penetration: +25% cold Infravision radius: +3 It can be used to reveal the area around you, dispelling darkness (radius 12, power 37 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 10 turns. When used: * Reduce fatigue by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +10% blight Changes damage: +3% blight Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spell crit. chance: +6% Light radius: +3 Damage Shield penetration: +20% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 43 lightning damage and will be dazed for 1 turn (218 total damage) Activation puts all charms on cooldown for 10 turns. When used: * Reduce fatigue by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 61 lightning damage and will be dazed for 1 turn (308 total damage) Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Rhangaun the Skeleton Bulwark level 17
59th Dusk 122nd year of Ascendancy at 13:11 see stats
By Rhangaun the Skeleton Bulwark level 25
60th Haze 122nd year of Ascendancy at 18:33 see stats
By Rhangaun the Skeleton Bulwark level 21
11st Haze 122nd year of Ascendancy at 12:46 see stats
By Rhangaun the Skeleton Bulwark level 25
61st Haze 122nd year of Ascendancy at 03:32 see stats
By Rhangaun the Skeleton Bulwark level 10
18th Dusk 122nd year of Ascendancy at 18:30 see stats
By Rhangaun the Skeleton Bulwark level 20
6th Haze 122nd year of Ascendancy at 17:14 see stats
By Rhangaun the Skeleton Bulwark level 30
35th Regrowth 123rd year of Ascendancy at 22:20 see stats
By Rhangaun the Skeleton Bulwark level 24
25th Haze 122nd year of Ascendancy at 00:50 see stats
By Rhangaun the Skeleton Bulwark level 24
60th Haze 122nd year of Ascendancy at 11:53 see stats
By Rhangaun the Skeleton Bulwark level 8
10th Dusk 122nd year of Ascendancy at 22:36 see stats
By Rhangaun the Skeleton Bulwark level 29
23rd Regrowth 123rd year of Ascendancy at 03:49 see stats
By Rhangaun the Skeleton Bulwark level 10
32nd Dusk 122nd year of Ascendancy at 00:15 see stats
By Rhangaun the Skeleton Bulwark level 29
22nd Regrowth 123rd year of Ascendancy at 21:38 see stats
By Rhangaun the Skeleton Bulwark level 21
12nd Haze 122nd year of Ascendancy at 03:02 see stats
By Rhangaun the Skeleton Bulwark level 15
41st Dusk 122nd year of Ascendancy at 07:55 see stats
By Rhangaun the Skeleton Bulwark level 30
36th Regrowth 123rd year of Ascendancy at 07:56 see stats
Log
Rhangaun drains life from Terror!
Rhangaun hits Terror for 253 physical, 8 acid, 11 fire, 20 fire (292 total damage).
Rhangaun receives 2 healing from Terror.
Mindworm uses Resonance Field.
A psychic field forms around Mindworm.
Mindworm strikes the dreamforge!
Mindworm activates Mind Link.
Rhangaun's mind has been invaded!
Mindworm receives 6 healing (13 psi heal).
Dreamforge hits Rhangaun for 22 mind, 6 fire (28 total damage).
Burning from Mindworm hits Rhangaun for 3 fire damage.
Poisoned deep water hits Gylevea the large white snake for 5 nature damage.
Poisoned deep water hits War bear for 6 nature damage.
Terror misses Rhangaun.
Rhangaun hits Terror for 252 physical damage.
Poisoned deep water hits Gylevea the large white snake for 7 nature damage.
Rhangaun killed Terror!
Mindworm strikes the dreamforge!
Mindworm uses Mind Sear.
Mindworm receives 5 healing (13 psi heal).
Mindworm hits Rhangaun for 484 mind damage.
Dreamforge hits Rhangaun for 30 mind, 7 fire (36 total damage).
Rhangaun warms up.
Rhangaun has recovered!
Burning from Mindworm hits Rhangaun for 5 fire damage.
Gylevea the large white snake uses Brainfreeze.
Poisoned deep water hits Gylevea the large white snake for 4 nature damage.
Gylevea the large white snake hits Rhangaun for 98 cold damage.
Rhangaun the level 30 skeleton bulwark was cooled to death by Gylevea the large white snake on level 2 of Noxious Caldera.