











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ASCII/Modern Graphics Mode 1.7.0Request from impsy on the Discord. Modifies the "Modern" graphics mode to use ASCII tiles with backgrounds for terrain and some other elements, while using the Modern high quality graphics for creatures, items, and projectiles. To use, your Graphics mode MUST be set to "Modern", not "ASCII" or "ASCII w/ Backgrounds". Unusual graphical issues may result, due to the mixing of graphics modes, especially with talents that create terrain. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Light |
Mode | Insane Roguelike |
Sex | Female |
Race | Thalore |
Class | Sun Paladin (Fallen) |
Level / Exp | 28 / 93% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nyma the dwarven stoneguard at level 28 on the 13rd Dusk 122nd year of Ascendancy at 12:19 / 1 |
Primary Stats
Strength | 59 (base 50) |
Dexterity | 25 (base 10) |
Constitution | 16 (base 10) |
Magic | 46 (base 40) |
Willpower | 46 (base 33) |
Cunning | 24 (base 10) |
Resources
Hate | 100/100 |
Equilibrium | 20 |
Life | -66/822 |
Positive | 53/131 |
Psi | 91/136 |
Healing Factor | 1.6045771506545 |
Regeneration | 17.08874665447 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.999999999998% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 12 |
See Stealth | 11 |
See Invisible | 12 |
Offense: Mainhand
Damage | 86 |
Accuracy | 55 |
Crit Chance | 32% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 56 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Cold | +20% |
Acid | +6% |
Light | +36% |
Temporal | +5% |
Darkness | +55% |
Physical | +21% |
Fire | 0% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Light | +15% |
Darkness | +15% |
Defense: Base
Armour (hardiness) | 38.551211628464 (73.607947236566%) |
Defense | 32 |
Ranged Defense | 37 |
Fatigue | 14 |
Physical Save | 39 |
Spell Save | 44 |
Mental Save | 32 |
Defense: Resistances
Acid | 0%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 33%( 70%) |
All | + 11%( 70%) |
Darkness | + 20%( 75%) |
Light | + 47%( 75%) |
Temporal | + 38%( 70%) |
Physical | + 29%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 10% |
Blind Resistance | 25% |
Disarm Resistance | 0% |
Stun Resistance | 0% |
Silence Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 36 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 69.11 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Darkside | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Bloodstained | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Hatred | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Dirges | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target will gain a surge of energy on kill or crit Dirge of Conquest |
Quests
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining the Psionic/Augmented Mobility tree, unlocked. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining the Wild-gift/Harmony tree, unlocked. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. * The Light is almost complete again. Only a small bit is missing, and you can feel it calling from the ruined city to the east. * Travel through the old, abandoned dwarven tunnels and enter the ruins of Old Mythrescar. Find the last missing piece so you can be whole again. | active |
Equipment
On feet | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | The Grand Light The Grand LightPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Damage (Melee): 8 Lite Light Burst (radius 1) Changes stats: +5 Str Changes resistances: +30% light / +6% all Changes damage: +6% light Damage affinity(heal): +10% light Physical save: +16 (+5 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Pinning immunity: +40% Maximum life: +80.00 Light radius: +7 Healing mod.: +15% An orb that radiates blazing sunlight. It feels powerful and sturdy. |
On head | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +5 Mag / +10 Wil / +5 Cun Changes resistances: +9% blight / +3% nature / +5% arcane Changes damage: +10% light / +5% temporal / +9% darkness / +6% physical Mental save: +6 (+3 eff.) Maximum life: +40.00 Spellpower: +4 (+1 eff.) Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +1 Cun Changes resistances: +3% blight Changes damage: +12% light Reduces incoming crit damage: 5.00% Mental save: +6 (+3 eff.) Poison immunity: +10% Life regen: +3.00 Stamina each turn: +0.90 Equilibrium when hit: +0.12 Maximum stamina: +15.00 When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 42. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +15 (+4 eff.) Effects on melee hit: * 10% chance to reduce armor by 37% Changes resistances: +3% acid Changes resistances penetration: +10% acid Changes damage: +23% darkness Critical mult.: +5.00% Silence immunity: +23% Mana each turn: +0.15 Maximum vim: +40.00 Spellpower: +28 (+8 eff.) Mindpower: +16 (+5 eff.) Talent on hit(spell): Shadow Grasp (10% chance level 2). Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Blindness immunity: +25% Infravision radius: +4 See stealth: +11 See invisible: +12 Rings make your fingers look great! |
Around neck | ![]() 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 30 power out of 17/60) : Effective talent level: 3.0 Power cost: 30 out of 17/60. 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 while silencing and dealing 21 light damage to everyone else who enters. The circle lasts 4 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. |
In main hand | ![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 67.38 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area Activation costs 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +9.0% Physical power: +10 (+3 eff.) Changes stats: +5 Dex / +4 Cun / +8 Lck Changes resistances: +3% blight Changes damage: +15% darkness / +15% physical Critical mult.: +10.00% Trap disarming bonus: +5 Stealth bonus: +10 Spell save: +12 (+4 eff.) Fear immunity: +100% Life regen: +5.40 Infravision radius: +8 Healing mod.: +40% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Ranged Defense: +10 (+4 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+4 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +30 (+9 eff.) Defense: +2 (+1 eff.) Changes stats: +4 Dex / +3 Mag / +2 Wil / +4 Cun Changes damage: +6% acid Critical mult.: +10.00% Only die when reaching: -80.00 life 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: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
![]() healing infusion (heal 88; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 88 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() healing infusion (heal 45; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 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 instantly heal yourself for 45 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 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 instantly heal yourself for 102 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 598% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 nature talent. |
![]() shielding rune (absorb 248; dur 7; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 248 damage for 7 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +6 Changes stats: +6 Wil Changes resistances: +19% lightning / +1% physical Physical save: +25 (+8 eff.) Spell save: +17 (+6 eff.) Mental save: +18 (+9 eff.) Confusion immunity: +18% Stun/Freeze immunity: +46% Life regen: +12.00 Stamina each turn: +3.00 Only die when reaching: -20.00 life Mindpower: +5 (+2 eff.) Healing mod.: +24% Amulets make your neck look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Damage (Melee): 5 light / 10 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 25% * 9% chance to blind Changes stats: +4 Wil / +5 Mag Changes resistances: +6% mind Changes damage: +9% light / +7% darkness Mental save: +6 (+3 eff.) Confusion immunity: +13% Life regen: +12.00 Mana each turn: +0.04 Mindpower: +9 (+3 eff.) Healing mod.: +24% Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.94 cold and 17.08 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +24% Pinning immunity: +24% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
![]() gold ring 'Oakbore' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 6 nature Changes stats: +7 Cun Changes resistances: +24% acid / +5% arcane / +15% nature Light radius: +3 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +6 Cun / +6 Dex Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Rings make your fingers look great! |
![]() blazebringer's stralite battleaxe (151% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 2) on crit: +52 fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +3% Massive two-handed battleaxes. |
![]() hateful steel battleaxe of torment (122% power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +16 darkness Damage against: +13% Living Massive two-handed battleaxes. |
![]() truestriking stralite dagger of massacre (147% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 147% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical Sharp, short and deadly. |
![]() voratun dagger of crippling (147% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% Sharp, short and deadly. |
![]() warbringer's voratun dagger of persecution (146% power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage against: +5% Unnatural When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +4 Wil / +4 Con Changes resistances penetration: +11% physical Disarm immunity: +24% Sharp, short and deadly. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 149% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (radius 2) on crit: +7 acid / +12 nature When wielded/worn: Armour penetration: +7 Changes stats: +7 Str / +7 Dex / +6 Mag / +7 Wil / +5 Cun / +7 Con Changes resistances penetration: +13% acid / +14% nature / +5% light Changes damage: +18% darkness Massive two-handed mauls. |
![]() Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() plaguebringer's stralite greatmaul of shearing (168% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 27 Damage (Melee): +23 blight When wielded/worn: Accuracy: +30 (+9 eff.) Armour penetration: +13 Changes resistances penetration: +14% all Disease immunity: +29% Massive two-handed mauls. |
![]() Flamefist (170% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 171% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (radius 1) on hit: +12 mind / +12 fire When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +19 Physical crit. chance: +19.0% Defense: +16 (+8 eff.) Effects on melee hit: * 10% chance to slow global speed by 58% Changes resistances: +6% nature / +12% fire Critical mult.: +38.00% Disarm immunity: +70% Massive two-handed swords. |
![]() chilling dwarven-steel greatsword of evisceration (142% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 143% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +20 cold When wielded/worn: Physical crit. chance: +14.0% Physical power: +13 (+4 eff.) Massive two-handed swords. |
![]() Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 128% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nourishing Moss (20% chance level 3). On weapon hit: * 20% chance to slow global speed by 58% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +28 (+8 eff.) Changes stats: +8 Dex Changes resistances: +6% darkness / +5% arcane Spell save: +3 (+1 eff.) Combat speed: +20% Healing mod.: +21% Massive two-handed swords. |
![]() Aeriwen the elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +8 Wil / +11 Con Changes resistances penetration: +25% mind Talent mastery: +0.30 Wild-gift / Fungus Infravision radius: +2 It can be used to regenerate 264 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
![]() Furnaceraptor Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Travel speed: +200% Damage (Ranged): +24 lightning / +23 fire When wielded/worn: Changes stats: +11 Cun / +5 Wil Changes resistances penetration: +20% fire Changes damage: +20% lightning / +33% fire / +9% arcane Mana each turn: +0.08 Combat speed: +10% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Nourishing Moss (20% chance level 3). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 95 damage On weapon crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% Changes damage: +3% blight Critical mult.: +10.00% Healing mod.: +21% Sharp, long, and deadly. |
![]() stormbringer's voratun longsword (155% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +24 lightning / +22 cold When wielded/worn: Changes resistances penetration: +14% lightning / +18% cold Movement speed: +41% Sharp, long, and deadly. |
![]() arcing stralite mace of corruption (144% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 4). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 95 damage Blunt and deadly. |
![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 100% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Slime Spit (20% chance level 2). On weapon hit: * 11% chance to slow global speed by 58% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+5 eff.) Maximum psi: +30.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() hateful pulsing mindstar of storms (109% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 109% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 16 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +1 Cun / +4 Con Changes resistances: +8% lightning Changes resistances penetration: +12% lightning / +8% mind / +9% darkness Changes damage: +11% lightning / +21% mind / +14% darkness Talent granted: +1 Attune Mindstar Maximum hate: +5.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +7.0% Physical power: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 37% Changes stats: +10 Mag / +5 Wil / +12 Cun Changes damage: +6% acid / +25% cold / +25% fire / +25% arcane / +25% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +26 (+7 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() Radianceblast (129% power, 5 apr, light element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Changes resistances: +12% light / +5% arcane / +6% nature Changes resistances penetration: +15% arcane / +20% light Changes damage: +34% light Talent granted: +1 Command Staff Critical mult.: +18.00% Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Effects on melee hit: * 10% chance to reduce damage dealt by 25% Changes resistances: +20% light Maximum encumbrance: +70 Spell save: +22 (+7 eff.) Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% cold / +21% fire Changes resistances penetration: +10% light Changes damage: +3% cold / +3% fire Life regen: +1.40 Healing mod.: +15% A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes resistances penetration: +25% fire Spell save: +6 (+2 eff.) Cut immunity: +10% Disarm immunity: +20% Maximum life: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+9 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
![]() Offalbrand the cashmere robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +12 Dex / +4 Wil Changes resistances: +11% all Changes damage: +30% nature / +14% all Spellpower: +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +2 Dex / +4 Mag / +5 Wil / +3 Con Changes resistances: +20% acid / +13% temporal / +16% darkness / +8% fire / +20% nature / +7% cold Changes resistances penetration: +12% temporal / +14% darkness / +10% fire Changes damage: +10% acid / +3% fire / +10% nature Mana each turn: +0.18 Maximum mana: +36.00 Spell crit. chance: +3% Defense after a teleport: +16 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 6 darkness Changes stats: +3 Wil / +4 Mag Changes resistances: +9% lightning Mental save: +9 (+5 eff.) Life regen: +14.00 Stamina each turn: +0.60 Mana each turn: +0.19 Maximum mana: +20.00 Maximum stamina: +18.00 Spell crit. chance: +2% Lowers spell cool-downs by: 10% Healing mod.: +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of hardened leather boots 'Silota' (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 physical Changes stats: +4 Mag Changes resistances: +9% light / +5% physical Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +80.00 Spell crit. chance: +3% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +16 Physical power: +8 (+2 eff.) Armour: +2 Defense: +11 (+5 eff.) Fatigue: +3% Changes stats: +3 Dex / +3 Con Changes resistances: +12% blight Physical save: +3 (+1 eff.) Spell save: +24 (+8 eff.) Pinning immunity: +50% Life regen: +1.00 Stamina each turn: +0.70 Maximum stamina: +18.00 Movement speed: +20% When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +23 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). On weapon hit: * 23% chance to slow global speed by 58% * 31% chance to reduce armor by 37% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +5 Wil Changes resistances: +12% temporal Changes damage: +6% temporal Critical mult.: +10.00% Physical save: +7 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +29% Mental crit. chance: +2% When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+4 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 102.18 mind damage and cripples the target's higher mental functions, reducing cunning by 12 and confusing (30% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +9 Str / +12 Dex / +4 Cun / +4 Con Changes resistances: +3% blight Changes resistances penetration: +25% blight / +20% cold Changes damage: +3% blight It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 248.6 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Infused by nature Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes stats: +16 Cun Life regen: +12.00 Healing mod.: +24% This hat is affected by the Psiblades sustain (needs to be equipped while the sustain is activated). This 'hat' is coated in carefully arranged pieces of mindstars, almost as if someone smashed several of the foci and used their bits to assemble a mosaic. It seems to enhance your mental capabilities, although some of its power is only accessible with proper training. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +7 (+2 eff.) Armour: +5 Defense: +6 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 lightning Changes stats: +5 Str / +5 Wil / +4 Cun / +6 Con Changes resistances: +9% lightning / +10% physical / +5% arcane Changes resistances penetration: +15% lightning Physical save: +8 (+3 eff.) Life regen: +12.00 Healing mod.: +24% A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
![]() thaloren voratun helm of the depths (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Wil Changes resistances: +12% blight / +13% cold Allows you to breathe in: water Mental save: +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() enlightening voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +7 Cun / +6 Wil Mental save: +18 (+9 eff.) A suit of armour made of mail. |
![]() fortifying voratun mail armour of fire resistance (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +4 Str / +5 Con Changes resistances: +20% fire Maximum life: +57.00 A suit of armour made of mail. |
![]() rejuvenating voratun mail armour of Eyal (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Life regen: +15.10 Stamina each turn: +1.50 Maximum life: +36.00 Healing mod.: +16% A suit of armour made of mail. |
![]() rejuvenating drakeskin leather armour of resilience (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+9 eff.) Fatigue: +8% Life regen: +3.70 Stamina each turn: +1.30 Maximum life: +51.00 A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Talent cooldown: Gift of the Woods (+0(-) turn) Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() Torchzeal the stralite shield (0 def, 8 armour, 142.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 58% * 20 arcane resource burn Damage when hit (Melee): 10 mind Changes resistances: +27% lightning / +21% cold Changes damage: +9% fire Talent granted: +1 Block Spell save: +6 (+2 eff.) Handheld deflection devices. |
![]() dwarven-steel shield 'Cystreeve' (0 def, 6 armour, 86.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +13% physical Changes resistances penetration: +25% nature / +25% mind Changes damage: +27% nature / +24% mind Talent granted: +1 Block Handheld deflection devices. |
![]() iron shield of the stars (0 def, 2 armour, 20 block) Requires: - Shield usage training - Strength 11 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Changes stats: +2 Cun / +3 Mag Changes resistances: +11% light / +12% darkness Changes damage: +11% light / +11% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() flaming quiver of yew arrows of annihilation (21/21, 156% power, 18 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 156% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +14.0% Capacity: 21 Travel speed: +200% Damage (radius 1) on hit: +11 fire Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +2 Str / +4 Dex Changes resistances: +9% nature / +9% acid Changes resistances penetration: +5% fire Changes damage: +3% acid Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +3 Str / +5 Con Changes resistances: +1% physical Changes damage: +6% blight Mana when firing critical spell: +2.00 Spellpower: +5 (+1 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() elemental pouch of stralite shots of accuracy (18/18, 154% power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 155% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +16 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 On weapon hit: * Create an explosion dealing 115 cold damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 darkness Changes damage: +9% darkness It can be used to sting an enemy dealing 344 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Wil Critical mult.: +20.00% Mental save: +9 (+5 eff.) Mindpower: +15 (+5 eff.) It can be used to harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 27% for 2 turns. * Increase all damage by 15% for 2 turns. * Heal for 48. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Verdaess the Thalore Sun Paladin level 10
78th Pyre 122nd year of Ascendancy at 23:19 see stats
By Verdaess the Thalore Sun Paladin level 20
6th Flare 122nd year of Ascendancy at 07:48 see stats
By Verdaess the Thalore Sun Paladin level 24
2nd Dusk 122nd year of Ascendancy at 13:51 see stats
By Verdaess the Thalore Sun Paladin level 17
10th Mirth 122nd year of Ascendancy at 09:43 see stats
Log
Verdaess HEALS from acid damage!
Acid Splash from Ce'Nyma the dwarven stoneguard hits Verdaess for (34 flat reduction), 28 acid, 22 healing (28 total damage) [22 healing].
Bleeding from Ce'Nyma the dwarven stoneguard hits Verdaess for (34 flat reduction), 79 physical (79 total damage).
Something performs a melee critical strike against Verdaess!
Verdaess deactivates Second Life.
Verdaess has been healed by a blast of positive energy!
Verdaess's Blood Rush is disrupted by her wounds!
Verdaess's Stunned was extended!
Verdaess's Acid Splash from Ce'Nyma the dwarven stoneguard was extended!
Verdaess's Blinded was extended!
Verdaess's Spellshocked was extended!
Verdaess's Elemental Harmony was stripped!
Verdaess HEALS from acid damage!
Verdaess receives 264 healing.
Something hits Verdaess for (34 flat reduction), 0 physical, (16 flat reduction), 0 acid, 6 healing, (34 flat reduction), 292 physical, (22 flat reduction), 0 cold, (16 flat reduction), 0 acid, 6 healing (292 total damage) [11 healing].
LIFE LOST WARNING!
Verdaess activates Chant of Fortitude.
Verdaess deactivates Chant of Resistance.
Verdaess casts Healing Light.
Verdaess receives 306 healing.
Talent Rune: Blink is ready to use.
Talent Dig is ready to use.
Verdaess HEALS from acid damage!
Bleeding from Ce'Nyma the dwarven stoneguard hits Verdaess for (34 flat reduction), 276 physical (276 total damage).
Acid Splash from Ce'Nyma the dwarven stoneguard hits Verdaess for (34 flat reduction), 1 acid, 11 healing (1 total damage) [11 healing].
Verdaess's Self-Sacrifice is disrupted by her wounds!
Verdaess hits Verdaess for 2 healing, 2 healing, 1 healing, 1 healing, 2 healing, 2 healing, 1 healing, 1 healing (0 total damage) [12 healing].
Something hits Verdaess for (34 flat reduction), 297 physical (297 total damage).
Verdaess the level 28 thalore sun paladin was hacked apart to death by Ce'Nyma the dwarven stoneguard on level 3 of Old Mythrescar.