











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Alternate Talent Requirements 1.5.0Changes 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: Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Use Item Shortcuts 1.3.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. 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: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Longer Character Names 1.3.0Increase the enforced maximum character name length from 25 to 50 characters. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Forbidden Cults 1.5.9Official 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 | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 50 / 3210% |
Size | medium |
Lifes / Deaths | Killed by Velawen the elven cultist at level 37 on the 77th Regrowth 123rd year of Ascendancy at 20:02 / 2Killed by Glorutira the runed bone giant at level 50 on the 48th Regrowth 124th year of Ascendancy at 20:42 |
Primary Stats
Strength | 94.5 (base 61) |
Dexterity | 71.5 (base 13) |
Constitution | 13.5 (base 12) |
Magic | 107 (base 60) |
Willpower | 61 (base 35) |
Cunning | 140 (base 65) |
Resources
Steam | 100/100 |
Mana | 464/499 |
Equilibrium | 64 |
Insanity | 31/100 |
Life | -438/1102 |
Positive | 0/177 |
Paradox | 335 |
Psi | 135/141 |
Healing Factor | 1.3986103542233 |
Regeneration | 3.2867343324247 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +18% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 19 |
See Stealth | 81.818502077533 |
See Invisible | 91.818502077533 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 235 |
Accuracy | 80 |
Crit Chance | 104% |
APR | 56 |
Speed | 0.91 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 58% |
Speed | 1 |
Cooldown Reduction | 50 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Blight | +35% |
Arcane | +8% |
Mind | +29% |
All | +2% |
Lightning | +37% |
Temporal | +11% |
Physical | +48% |
Fire | +20% |
Darkness | +66% |
Offense: Damage Penetration
Acid | +15% |
Blight | +10% |
Physical | +15% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 74 (87.462686567164%) |
Defense | 52 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 61 |
Mental Save | 70 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 64%( 70%) |
Physical | + 29%( 70%) |
Cold | + 42%( 70%) |
All | + 27%( 70%) |
Lightning | + 70%( 70%) |
Darkness | + 46%( 70%) |
Fire | + 59%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 80% |
Pinning Resistance | 25% |
Silence Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 85% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
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 19 for 11 turns. While Heroism is active, you will only die when reaching -979 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 35% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 978% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Spell / Meta | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Demented / Tentacles | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Scourge drake | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Demented / Horrific body | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Psionic / Psi-fighting | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Augmentation |
talent | Constrict |
talent | Chant of Fortitude |
talent | Elemental Harmony |
talent | Quicken Spells |
talent | Spellcraft |
talent | Beyond the Flesh |
detrimental effect | The target is poisoned and sick, doing 79.62 nature damage per turn. All damage it does is reduced by 25%. Numbing Poison |
beneficial effect | The target's accuracy and power have been increased by 6. 3 Fateweaver |
beneficial effect | The target purifies all diseases and poisons, turning them into healing effects. Waters of Life |
detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 8. Illness |
beneficial effect | Lightning Catcher has caught energy and is empowering you for +35% lightning damage and +7 to all stats. Caught Lightning |
beneficial effect | Increases all resists by 6%. Elemental Harmony |
beneficial effect | 3 pustules increasing resistance by 6%. Putrescent Pustule |
beneficial effect | The target's defense and saves have been increased by 6. 3 Spin |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
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 Device Mastery (+1 level(s)). | done |
You failed to protect the worried loremaster from death by From Beyond. Escort: worried loremaster (level 2 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1411. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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
Psionic focus | ![]() Requires: - Magic 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 190% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +42 Crit. chance: +30.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 181.68 to 545.04 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 451.16 to 902.33 physical damage (based on Strength) to each, costing 40 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Light source | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +11 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Mag / +3 Wil / +2 Cun Changes damage: +25% darkness Physical save: +22 (+6 eff.) Spell save: +13 (+3 eff.) Mental save: +10 (+2 eff.) Maximum hate: +6.00 Spellpower: +16 (+4 eff.) Mindpower: +2 (+1 eff.) Light radius: +1 Infravision radius: +10 See invisible: +10 Healing mod.: +21% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +65 (+13 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+5 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Light radius: +7 Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Mag Physical save: +45 (+11 eff.) Spell save: +16 (+4 eff.) Mental save: +12 (+3 eff.) Silence immunity: +30% Pinning immunity: +25% Knockback immunity: +55% Teleport immunity: +100% Lowers spell cool-downs by: 10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Tool | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +13 Physical power: +10 (+1 eff.) Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +12 Str / +6 Dex Changes resistances: +6% fire / +2% physical Changes damage: +15% mind / +15% fire Mental save: +15 (+4 eff.) Lowers spell cool-downs by: 10% Light radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 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 | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 37% chance to cause random gloom Damage (Melee): 32 bleed Effects on ranged hit: * 36% chance to cause random gloom Damage (Ranged): 49 bleed Damage when hit (Melee): 12 mind / 8 acid Changes stats: +26 Cun / +7 Mag Changes resistances: +3% acid / +12% fire Changes resistances penetration: +15% acid / +5% fire Changes damage: +6% mind / +3% fire Hate when firing a critical mind attack: +4.00 Maximum hate: +22.00 Spellpower: +10 (+3 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +3 Cun / +5 Wil Changes resistances: +6% darkness Changes damage: +8% physical / +12% darkness / +6% arcane Mental save: +15 (+4 eff.) Equilibrium when hit: +0.20 Psi when hit: +0.20 Mental crit. chance: +5% Combat speed: +10% Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 150% Mag Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +26 Crit. chance: +23.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +20 darkness Damage against: +17% Living When wielded/worn: Physical crit. chance: +15.0% Changes stats: +4 Cun Changes damage: +6% mind Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Psi when hit: +0.04 Mindpower: +4 (+1 eff.) Mental crit. chance: +1% Blunt and deadly. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Talent granted: +5 Iron Grip Critical mult.: +50.00% Disarm immunity: +100% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Around waist | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -15% Damage when hit (Melee): 8 fire Changes stats: +6 Dex / +6 Mag / +5 Wil / +6 Cun / +10 Lck Changes resistances: +30% lightning Changes damage: +12% blight / +6% physical / +12% darkness Trap disarming bonus: +30 Stealth bonus: +15 Maximum encumbrance: +50 Physical save: +15 (+4 eff.) Stun/Freeze immunity: +30% Maximum life: +20.00 Spell crit. chance: +5% Mindpower: +12 (+3 eff.) Infravision radius: +6 Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to disease * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +36% blight / +16% nature / +30% lightning Changes resistances penetration: +10% blight Changes damage: +6% blight / +9% temporal Stun/Freeze immunity: +50% Life regen: +2.10 Healing mod.: +16% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +45 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Reduces incoming crit damage: 35.00% Physical save: +15 (+4 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 12 power out of 15/15) : Effective talent level: 3.6 Power cost: 12 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 195% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 198% efficiency and cooldown mod of 56%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 403 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 27 for 13 turns. While Heroism is active, you will only die when reaching -915 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 27 for 11 turns. While Heroism is active, you will only die when reaching -1159 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 20 for 12 turns. While Heroism is active, you will only die when reaching -923 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 21 for 10 turns. While Heroism is active, you will only die when reaching -1008 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 13% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 48 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 32 power out of 40/40) : Effective talent level: 2.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 297 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 24 power out of 60/60) : Effective talent level: 3.0 Power cost: 24 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +8 Defense: +11 (+4 eff.) Ranged Defense: +11 (+3 eff.) Changes resistances: +9% mind / +18% acid Changes damage: +10% physical Physical save: +45 (+11 eff.) Blindness immunity: +40% Silence immunity: +15% Confusion immunity: +20% Combat speed: +10% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +6% mind Physical save: +36 (+9 eff.) Silence immunity: +38% Pinning immunity: +10% Stun/Freeze immunity: +20% Knockback immunity: +15% Teleport immunity: +10% Mana each turn: +0.13 Rings can have magical properties. |
![]() Glowpassion Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to daze at end of turn Damage when hit (Melee): 8 light Changes resistances: +30% lightning / +26% fire / +15% mind / +12% light Changes resistances penetration: +10% mind Changes damage: +13% fire / +18% mind / +9% light Light radius: +3 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +20 Changes stats: +19 Str / +10 Con Changes resistances: +3% blight / +15% temporal Changes resistances penetration: +5% light Changes damage: +3% light Spell save: +20 (+5 eff.) Disarm immunity: +45% Pinning immunity: +32% Knockback immunity: +38% Maximum life: +44.00 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Ring of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Superiority +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Dual techniques +0.30 Technique / Shield defense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Cauterize Physical save: -30 (-8 eff.) Spell save: -30 (-10 eff.) Mental save: -30 (-8 eff.) You have set the ring to grant you Cauterize! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +8 Cun Changes damage: +15% blight Mental save: +23 (+6 eff.) Confusion immunity: +37% Maximum hate: +8.00 Mental crit. chance: +4% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +3 Mag Changes damage: +12% arcane Critical mult.: +25.00% Spell save: +6 (+1 eff.) Silence immunity: +41% Mana each turn: +0.34 Maximum mana: +100.00 Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). When this weapon hits: Netherblast (20% chance level 5). On weapon hit: * 17% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +28 blight / +19 lightning Burst (radius 1) on hit: +12 physical When wielded/worn: Armour penetration: +21 Armour: +6 Changes resistances: +1% physical Changes resistances penetration: +17% physical Changes damage: +25% physical Disease immunity: +28% Maximum mana: +20.00 Talent on hit(spell): Netherblast (20% chance level 5). Massive two-handed battleaxes. |
![]() Poromivea (57.5-86.25 power, 4 apr) Requires: - Magic 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +84 insidious poison When wielded/worn: Armour: +4 Changes resistances: +15% blight / +5% physical / +12% fire Changes resistances penetration: +20% mind Spell save: +9 (+2 eff.) Blindness immunity: +15% Stun/Freeze immunity: +20% Massive two-handed battleaxes. |
![]() voratun dagger (37-48.1 power, 9 apr) Requires: - Dexterity 48 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 27% Cun, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
![]() Chargestalker the voratun greatmaul (67.5-101.25 power, 4 apr) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 lightning / +42 cold / +4 arcane / +4 temporal Burst (radius 1) on hit: +12 arcane / +32 temporal Burst (radius 2) on crit: +8 temporal When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +12% lightning / +6% temporal Massive two-handed mauls. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 86.0 - 129.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +28 light When wielded/worn: Armour penetration: +16 Physical crit. chance: +14.0% Changes resistances: +3% lightning Changes resistances penetration: +21% acid / +21% fire / +24% cold / +30% lightning Critical mult.: +24.00% Light radius: +3 Massive two-handed mauls. |
![]() Requires: - Magic 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +4 temporal When wielded/worn: Armour penetration: +17 Physical crit. chance: +19.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 light Changes resistances: +3% acid Changes damage: +9% temporal Critical mult.: +27.00% Massive two-handed mauls. |
![]() Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 97.0 - 155.2 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind On weapon crit: * wounds the target for 7 turns: 26 bleeding, 77% reduced healing When wielded/worn: Physical crit. chance: +10.0% Physical power: +14 (+2 eff.) Changes resistances: +6% darkness / +12% lightning Massive two-handed swords. |
![]() Requires: - Magic 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 170% Mag Damage type: Physical bleed Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 Multiple attacks procs power reduction: -67% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stat: 150% Mag Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 5). On weapon hit: * 22% chance to disease * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +25 blight When wielded/worn: Physical crit. chance: +13.0% Physical power: +8 (+1 eff.) Changes stats: +3 Str Changes resistances penetration: +10% physical Talent on hit(spell): Netherblast (20% chance level 5). Sharp, long, and deadly. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 5). On weapon crit: * cripple the target Burst (radius 2) on crit: +30 ice When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +15.0% Armour: +15 Defense: +15 (+5 eff.) Changes stats: +2 Dex / +3 Wil / +1 Con Changes resistances penetration: +13% cold Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Mental save: +30 (+7 eff.) Disarm immunity: +44% Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Talent on hit(spell): Netherblast (20% chance level 5). Sharp, long, and deadly. |
![]() Morningmoon (41.5-58.1 power, 6 apr) Requires: - Magic 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane / 8 temporal Changes resistances: +3% temporal / +6% light / +10% all Changes resistances penetration: +15% temporal / +13% nature / +10% arcane Changes damage: +18% arcane Light radius: +2 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Sharp, long, and deadly. |
![]() Requires: - Magic 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +10% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +20 lightning / +16 arcane When wielded/worn: Accuracy: +29 (+6 eff.) Armour penetration: +15 Physical crit. chance: +14.0% Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +7 Dex Changes resistances: +6% light Changes resistances penetration: +10% darkness / +12% physical Blindness immunity: +20% Only die when reaching: -40.00 life Sharp, long, and deadly. |
![]() voratun longsword of vileness (42.5-59.5 power, 6 apr) Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 27% chance to disease Damage (Melee): +25 blight Sharp, long, and deadly. |
![]() Crackledare the voratun mace (46.5-65.1 power, 6 apr) Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +20 fire When wielded/worn: Changes stats: +5 Con Changes resistances: +12% lightning Changes resistances penetration: +25% lightning / +32% darkness Reduces incoming crit damage: 19.00% Blunt and deadly. |
![]() Skyripper (62-86.8 power, 6 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 62.0 - 86.8 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +2.0% Damage when hit (Melee): 16 lightning Changes stats: +3 Con Changes resistances: +3% physical Changes damage: +6% lightning / +15% physical / +18% arcane Stamina each turn: +1.00 Blunt and deadly. |
![]() Urthemanik (46-64.4 power, 6 apr) Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +8 Changes stats: +2 Mag / +2 Wil / +3 Con Changes resistances: +6% arcane Blindness immunity: +25% Poison immunity: +15% Pinning immunity: +10% Stun/Freeze immunity: +10% Maximum vim: +20.00 Spellpower: +4 (+1 eff.) Blunt and deadly. |
![]() runic drakeskin leather sling of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +7 Mag Changes damage: +13% arcane Spellpower: +15 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() gloomy voratun steamsaw of daylight (40.5-60.75 power, 25 apr) Requires: - Magic 48 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +110 Damage (Melee): +20 light Damage against: +26% Undead Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Effects on melee hit: * 14% chance to cause random gloom Effects when hit in melee: * 32% chance to cause random gloom Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() glacial orichalcum trident (54-86.4 power, 16 apr) Requires: - Magic 48 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Burst (radius 2) on crit: +35 ice When wielded/worn: Armour: +20 Changes resistances penetration: +21% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str / +4 Con Changes resistances penetration: +10% mind Changes damage: +6% blight Critical mult.: +20.00% Hate when firing a critical mind attack: +1.00 Maximum life: +98.00 Maximum mana: +60.00 Maximum stamina: +49.00 Maximum hate: +16.00 Maximum psi: +32.00 Maximum vim: +72.00 Maximum pos.energy: +31.00 Maximum neg.energy: +26.00 See invisible: +9 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduces paradox anomalies(equivalent to willpower): +14 A belt that goes around your waist. |
![]() drakeskin leather belt 'Smolderpierce' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 darkness Changes resistances penetration: +15% fire / +32% darkness / +32% temporal Changes damage: +18% fire / +9% temporal Mental save: +11 (+3 eff.) Spellpower: +11 (+3 eff.) A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +3 Cun / +3 Dex Changes resistances: +21% lightning Changes resistances penetration: +25% darkness Changes damage: +15% darkness / +9% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +5 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -7% Changes stats: +3 Str / +2 Dex / +3 Wil / +3 Con Changes resistances: +0% lightning Critical mult.: +9.00% Mental save: +10 (+2 eff.) Stun/Freeze immunity: +0% Maximum life: +59.00 Maximum stamina: +13.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Spell / Divination +0.10 Chronomancy / Chronomancy Physical save: +20 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 40 power out of 50/50) : Effective talent level: 1.0 Power cost: 40 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() focusing elven-silk robe (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Wil / +8 Mag Mana each turn: +0.26 Psi each turn: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +4 (+0 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 24% chance to disease Changes stats: +4 Mag Changes resistances: +30% temporal / +30% darkness / +6% mind Changes resistances penetration: +20% darkness / +20% temporal Changes damage: +3% blight / +24% lightning Spell save: +8 (+2 eff.) Lowers spell cool-downs by: 10% Defense after a teleport: +30 Resist all after a teleport: +17% New effects duration reduction after a teleport: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 16 mind / 18 darkness Physical save: +39 (+10 eff.) Mental save: -12 (-3 eff.) Disarm immunity: +0% Life regen: +0.40 Hate when firing a critical mind attack: +2.00 Mindpower: +5 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 mind / 38 darkness Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +9% arcane / +9% blight Mental save: -7 (-2 eff.) Disarm immunity: +0% Mindpower: +6 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +18.0% Armour: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 19 darkness Changes resistances: +12% darkness Changes damage: +17% darkness Critical mult.: +10.00% Physical save: +10 (+3 eff.) Mental save: +9 (+2 eff.) Disease immunity: +15% Disarm immunity: +44% Knockback immunity: +15% Spell crit. chance: +17% Mental crit. chance: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +3 Dex / +6 Wil / +16 Con Changes resistances: +15% acid / +13% fire / +25% cold / +12% lightning Changes damage: +18% mind / +6% lightning Allows you to breathe in: water Mental save: +14 (+3 eff.) Light radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +10 Defense: +10 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Cun / +2 Wil Changes resistances: +21% mind Changes resistances penetration: +10% fire Spell save: +30 (+7 eff.) Mental save: +21 (+5 eff.) Confusion immunity: +40% Mana when firing critical spell: +3.00 Spell crit. chance: +3% Light radius: +0 Infravision radius: +3 A hat made of leather. Very stylish. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to corrode armour by 30% Effects when hit in melee: * 42% chance to inflict 15% damage reduction * 30% chance to disease Changes stats: +1 Wil / +9 Cun / +4 Con Changes resistances: +22% light Changes damage: +15% light Mental save: +15 (+4 eff.) Infravision radius: +2 See invisible: +9 It can be used to activate talent Stone Wall, placing all other charms into a 64 cooldown : Effective talent level: 1.0 Power cost: 64 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 123.44 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+1 eff.) Armour: +11 Fatigue: +5% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +16 Str / +9 Dex / +10 Wil / +5 Con Changes resistances: +15% blight / +6% darkness Physical save: +25 (+6 eff.) Mental save: +15 (+4 eff.) Maximum life: +30.00 Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to disease Changes resistances: +22% darkness / +13% mind Changes damage: +15% darkness / +25% mind Mana each turn: +1.90 Mana when hit: +1.00 Maximum mana: +82.00 Spellpower: +8 (+2 eff.) Light radius: +0 It can be used to activate talent Manaflow, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Islolebeth the Ebonyfame (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 darkness Changes resistances: +15% lightning / +9% blight / +15% cold / +24% mind / +9% nature Mental save: +29 (+7 eff.) Blindness immunity: +15% Poison immunity: +20% Cut immunity: +0% Silence immunity: +15% Confusion immunity: +34% A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +10 Defense: +6 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 37% chance to disease * 31% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +4 Cun / +4 Dex Changes resistances: +3% lightning / +12% temporal / +12% acid / +11% nature / +5% all Physical save: +9 (+2 eff.) Spell save: +6 (+1 eff.) Maximum life: +75.00 Healing mod.: +21% A hat made of leather. Very stylish. |
![]() thaloren drakeskin leather cap of might (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +10 Wil / +5 Con Changes resistances: +13% blight Mental save: +15 (+4 eff.) A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +5 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Effects on melee hit: * 35% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +5 Cun / +5 Wil Changes resistances: +12% lightning / +13% temporal / +15% fire / +24% mind / +15% cold Mental save: +25 (+6 eff.) Confusion immunity: +50% Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Light radius: +0 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() drakeskin leather armour of temporal resistance (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +28% temporal A suit of armour made of leather. |
![]() Gloryssra the voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +38% Changes stats: +8 Con Changes resistances: +6% acid / -17% light / +38% cold / +34% fire / +11% darkness Physical save: +9 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +9 (+2 eff.) Poison immunity: +5% Silence immunity: +20% Only die when reaching: -20.00 life A suit of armour made of metal plates. |
![]() voratun plate armour 'Morbusglory' (9 def, 28 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+1 eff.) Armour: +28 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 26 nature Changes stats: +5 Dex / +5 Con Changes resistances: +30% fire Changes damage: +15% nature Maximum life: +50.00 A suit of armour made of metal plates. |
![]() 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +30.0% Armour: +5 Defense: +7 (+2 eff.) Damage when hit (Melee): 8 lightning Changes stats: +26 Str / +19 Wil / +4 Con Changes resistances: +24% lightning / +9% physical Changes resistances penetration: +15% lightning / +10% temporal Mental crit. chance: +30% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 64 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 80 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 32 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 arcane Changes stats: +5 Mag Changes resistances: +7% light Changes resistances penetration: +15% arcane / +6% all Changes damage: +7% darkness / +3% acid Damage affinity(heal): +5% darkness Spellpower: +9 (+3 eff.) Light radius: +6 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 229.50 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() dwarven lantern 'Brightcast' Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to inflict 15% damage reduction * 39% chance to blind Damage when hit (Melee): 16 light Changes resistances: +27% darkness / +12% light Changes resistances penetration: +20% arcane Changes damage: +15% light / +21% arcane Damage affinity(heal): +5% light Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +50.00 Spellpower: +6 (+2 eff.) Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 39.67 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 16 power out of 25/25) : Effective talent level: 3.0 Power cost: 16 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 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 3 It can be used to shoot a cone of flames (radius 5) for 460.28 fire damage (based on Magic), costing 40 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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 162 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 478.01 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 20 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +8 (+1 eff.) Armour: +6 Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Str Changes resistances: +15% lightning Changes resistances penetration: +20% physical It can be used to teleport randomly (rad 39), putting all charms on cooldown for 24 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 24 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By From Beyond the Cornac Adventurer level 44
54th Pyre 123rd year of Ascendancy at 14:39 see stats
By From Beyond the Cornac Adventurer level 44
56th Pyre 123rd year of Ascendancy at 08:50 see stats
By From Beyond the Cornac Adventurer level 50
54th Haze 123rd year of Ascendancy at 23:53 see stats
By From Beyond the Cornac Adventurer level 44
54th Pyre 123rd year of Ascendancy at 15:52 see stats
By From Beyond the Cornac Adventurer level 49
4th Dusk 123rd year of Ascendancy at 20:39 see stats
By From Beyond the Cornac Adventurer level 50
27th Dusk 123rd year of Ascendancy at 11:14 see stats
By From Beyond the Cornac Adventurer level 50
35th Dusk 123rd year of Ascendancy at 08:52 see stats
By From Beyond the Cornac Adventurer level 50
42nd Haze 123rd year of Ascendancy at 18:00 see stats
By From Beyond the Cornac Adventurer level 50
24th Dusk 123rd year of Ascendancy at 01:17 see stats
By From Beyond the Cornac Adventurer level 26
68th Haze 122nd year of Ascendancy at 19:22 see stats
By From Beyond the Cornac Adventurer level 50
75th Haze 123rd year of Ascendancy at 12:02 see stats
By From Beyond the Cornac Adventurer level 9
28th Dusk 122nd year of Ascendancy at 08:37 see stats
By From Beyond the Cornac Adventurer level 50
48th Haze 123rd year of Ascendancy at 23:30 see stats
By From Beyond the Cornac Adventurer level 50
20th Dusk 123rd year of Ascendancy at 03:54 see stats
By From Beyond the Cornac Adventurer level 38
23rd Pyre 123rd year of Ascendancy at 16:26 see stats
By From Beyond the Cornac Adventurer level 33
6th Regrowth 123rd year of Ascendancy at 11:44 see stats
By From Beyond the Cornac Adventurer level 30
9th Decay 122nd year of Ascendancy at 06:23 see stats
By From Beyond the Cornac Adventurer level 23
65th Haze 122nd year of Ascendancy at 00:08 see stats
By From Beyond the Cornac Adventurer level 35
60th Regrowth 123rd year of Ascendancy at 03:04 see stats
By From Beyond the Cornac Adventurer level 50
17th Dusk 123rd year of Ascendancy at 21:04 see stats
By From Beyond the Cornac Adventurer level 50
45th Regrowth 124th year of Ascendancy at 03:14 see stats
By From Beyond the Cornac Adventurer level 50
49th Haze 123rd year of Ascendancy at 00:41 see stats
By From Beyond the Cornac Adventurer level 27
71st Haze 122nd year of Ascendancy at 23:12 see stats
By From Beyond the Cornac Adventurer level 50
35th Dusk 123rd year of Ascendancy at 11:36 see stats
By From Beyond the Cornac Adventurer level 33
7th Allure 123rd year of Ascendancy at 13:10 see stats
By From Beyond the Cornac Adventurer level 10
35th Dusk 122nd year of Ascendancy at 11:04 see stats
By From Beyond the Cornac Adventurer level 20
57th Haze 122nd year of Ascendancy at 05:06 see stats
By From Beyond the Cornac Adventurer level 30
8th Decay 122nd year of Ascendancy at 15:37 see stats
By From Beyond the Cornac Adventurer level 40
45th Pyre 123rd year of Ascendancy at 01:48 see stats
By From Beyond the Cornac Adventurer level 50
12nd Dusk 123rd year of Ascendancy at 16:35 see stats
By From Beyond the Cornac Adventurer level 38
7th Pyre 123rd year of Ascendancy at 13:31 see stats
By From Beyond the Cornac Adventurer level 50
30th Regrowth 124th year of Ascendancy at 15:29 see stats
By From Beyond the Cornac Adventurer level 50
68th Haze 123rd year of Ascendancy at 12:02 see stats
By From Beyond the Cornac Adventurer level 19
11st Haze 122nd year of Ascendancy at 07:32 see stats
By From Beyond the Cornac Adventurer level 37
78th Regrowth 123rd year of Ascendancy at 06:25 see stats
By From Beyond the Cornac Adventurer level 47
1st Dusk 123rd year of Ascendancy at 08:43 see stats
By From Beyond the Cornac Adventurer level 42
52nd Pyre 123rd year of Ascendancy at 00:35 see stats
By From Beyond the Cornac Adventurer level 32
5th Allure 123rd year of Ascendancy at 15:51 see stats
By From Beyond the Cornac Adventurer level 50
20th Dusk 123rd year of Ascendancy at 13:43 see stats
By From Beyond the Cornac Adventurer level 19
57th Haze 122nd year of Ascendancy at 05:06 see stats
By From Beyond the Cornac Adventurer level 8
22nd Dusk 122nd year of Ascendancy at 21:15 see stats
By From Beyond the Cornac Adventurer level 50
30th Regrowth 124th year of Ascendancy at 07:15 see stats
By From Beyond the Cornac Adventurer level 47
3rd Mirth 123rd year of Ascendancy at 17:56 see stats
By From Beyond the Cornac Adventurer level 35
59th Regrowth 123rd year of Ascendancy at 11:05 see stats
By From Beyond the Cornac Adventurer level 50
6th Decay 123rd year of Ascendancy at 09:32 see stats
By From Beyond the Cornac Adventurer level 14
51st Dusk 122nd year of Ascendancy at 23:08 see stats
By From Beyond the Cornac Adventurer level 50
63rd Dusk 123rd year of Ascendancy at 16:34 see stats
By From Beyond the Cornac Adventurer level 24
66th Haze 122nd year of Ascendancy at 01:20 see stats
By From Beyond the Cornac Adventurer level 16
59th Dusk 122nd year of Ascendancy at 03:52 see stats
By From Beyond the Cornac Adventurer level 37
77th Regrowth 123rd year of Ascendancy at 20:02 see stats
By From Beyond the Cornac Adventurer level 43
52nd Pyre 123rd year of Ascendancy at 21:52 see stats
Log
Glorutira the runed bone giant's Steady Shot hits From Beyond's temporal clone for (138 shared), (2 shared) (140 total damage).
Glorutira the runed bone giant's Steady Shot hits From Beyond for 414 physical, 7 blight (421 total damage).
Glorutira the runed bone giant receives 7 healing from From Beyond.
From Beyond uses Waters of Life.
From Beyond receives 22 healing.
From Beyond casts Shed Skin.
From Beyond's spell attains critical power!
A shield forms around From Beyond.
From Beyond casts Pustulent Fulmination.
From Beyond's spell attains critical power!
From Beyond receives 440 healing.
From Beyond activates Constrict.
Glorutira the runed bone giant is constricted by a tentacle.
Glorutira the runed bone giant repels an attack from Tentacle Constriction from From Beyond.
Glorutira the runed bone giant repels an attack from From Beyond's Beyond the Flesh.
From Beyond is no longer poisoned.
From Beyond has recovered!
From Beyond receives 115 healing from Numbing Poison from Glorutira the runed bone giant.
Glorutira the runed bone giant uses Headshot.
From Beyond is poisoned!
Your shield crumbles under the damage!
The shield around From Beyond crumbles.
From Beyond is afflicted by a crippling illness!
Glorutira the runed bone giant's Intuitive Shots hits From Beyond for (218 absorbed), 0 physical, (10 absorbed), 0 blight, (11 absorbed), 0 blight (0 total damage).
Venomous Ammunition hits From Beyond for (50 absorbed), 0 nature, 36 nature (36 total damage).
Venomous Ammunition hits From Beyond's temporal clone for (12 shared) damage.
Glorutira the runed bone giant's Intuitive Shots hits From Beyond for (121 absorbed), 59 physical, 7 blight (66 total damage).
Glorutira the runed bone giant's Intuitive Shots hits From Beyond's temporal clone for (20 shared), (2 shared) (22 total damage).
Saving game...