









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 21 / 91% |
Size | medium |
Lifes / Deaths | Killed by Dozing Adirin at level 21 on the 3rd Haze 122nd year of Ascendancy at 17:30 4 / 2Killed by Toloncon at level 21 on the 3rd Haze 122nd year of Ascendancy at 17:34 |
Primary Stats
Strength | 50 (base 16) |
Dexterity | 52 (base 44) |
Constitution | 55 (base 11) |
Magic | 10 (base 10) |
Willpower | 22 (base 10) |
Cunning | 56 (base 44) |
Resources
Life | 663/663 |
Stamina | 242/242 |
Healing Factor | 1.5149358927269 |
Regeneration | 15.225105721905 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -60% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 40.308559597209 |
See Invisible | 54.308559597209 |
Offense: Barehand
Damage | 87 |
Accuracy | 45 |
Crit Chance | 27% |
APR | 8 |
Speed | 0.73 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
Physical | +5% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 31 (30%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 18 |
Physical Save | 28 |
Spell Save | 27 |
Mental Save | 37 |
Defense: Resistances
Nature | + 13%( 70%) |
Acid | + 12%( 70%) |
Light | + 32%( 70%) |
Cold | + 38%( 70%) |
Darkness | + 9%( 70%) |
Arcane | + 8%( 70%) |
Fire | + 14%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 28% |
Bleed Resistance | 10% |
Blind Resistance | 22% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 307 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed to protect the lone alchemist from death by forest wight. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 34. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
On hands | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Changes stats: +3 Dex Life regen: +3.00 Stamina each turn: +1.20 Maximum stamina: +22.00 When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Nightmare (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Armour: +10 Fatigue: +4% Changes stats: +4 Str / +4 Con Maximum stamina: +30.00 See invisible: +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 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 17 power out of 13/25) : Effective talent level: 3.0 Power cost: 17 out of 13/25. 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 8 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 20% 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. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes resistances: +9% acid / +6% fire / +3% darkness / +5% arcane Spell save: +3 (+2 eff.) Stun/Freeze immunity: +28% Life regen: +3.00 Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +14 (+4 eff.) Defense: +5 (+3 eff.) Changes stats: +9 Str / +11 Con Changes resistances: +3% darkness Spell save: +15 (+8 eff.) Blindness immunity: +22% Cut immunity: +10% Infravision radius: +4 See stealth: +5 See invisible: +7 Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes damage: +5% physical Combat speed: +10% Amulets make your neck look great! |
Main armor | ![]() Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +11 (+6 eff.) Fatigue: +7% Changes stats: +3 Cun Mental save: +12 (+5 eff.) Life regen: +3.80 Maximum life: +30.00 Healing mod.: +11% A suit of armour made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +11% cold Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Wil Changes resistances: +5% fire / +5% cold Reduces incoming crit damage: 15.00% Only die when reaching: -20.00 life A belt that goes around your waist. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 441 life over 5 turns. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. 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 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: 15 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 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 238.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
![]() Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+8 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% nature / +12% blight Poison immunity: +21% Disease immunity: +22% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +4 Mag Changes resistances: +6% temporal Changes damage: +5% lightning / +5% temporal / +4% darkness / +5% fire / +5% acid / +5% physical / +5% cold / +3% arcane / +5% light Talent mastery: +0.13 Cunning / Survival Spellpower: +7 (+7 eff.) Spell crit. chance: +8% Amulets make your neck look great! |
![]() Freezesnake Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +9% lightning / +24% cold / +32% light / +6% darkness Changes damage: +16% light / +9% cold Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% fire / +3% mind / +3% darkness Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Stun/Freeze immunity: +20% Maximum life: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +24 Rings make your fingers look great! |
![]() balanced dwarven-steel dagger of massacre (24-31 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.0 - 31.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+3 eff.) Disarm immunity: +20% Sharp, short and deadly. |
![]() dwarven-steel dagger of evisceration (18-23 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Sharp, short and deadly. |
![]() elemental dwarven-steel greatmaul of daylight (40-60 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 lightning damage (1/turn) Damage (Melee): +12 light Damage against: +13% Undead When wielded/worn: Changes resistances penetration: +16% lightning Changes damage: +14% lightning Massive two-handed mauls. |
![]() elemental steel greatsword (23-37 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +12% lightning Changes damage: +10% lightning Massive two-handed swords. |
![]() flaming dwarven-steel greatsword of massacre (46-74 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. Base power: 46.0 - 73.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +12 fire Massive two-handed swords. |
![]() Corpsebow Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 6 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+10 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() mighty yew longbow of dexterity (+6) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +6 Str / +5 Dex Changes resistances penetration: +11% physical Longbows are used to shoot arrows at your foes. |
![]() flaming dwarven-steel longsword of massacre (30-41 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +6 fire Sharp, long, and deadly. |
![]() steel longsword (18-24 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
![]() warbringer's dwarven-steel longsword (24-34 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +1 Con Changes resistances penetration: +7% physical Disarm immunity: +13% Sharp, long, and deadly. |
![]() dwarven-steel mace of phasing (28-39 power, 15 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Blunt and deadly. |
![]() creative thorny mindstar of balance (9-10 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +11.00% Physical save: +2 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +5 (+2 eff.) Equilibrium when hit: +0.80 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying vined mindstar of clarity (6-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 5 mind / 4 darkness Changes damage: +4% mind / +4% darkness Talent granted: +1 Attune Mindstar Mental save: +4 (+2 eff.) Maximum psi: +14.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
![]() thorny mindstar (7-8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Hare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+5 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 7 power out of 8/8) : Effective talent level: 3.0 Power cost: 7 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() ash magestaff of warding (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+3 eff.) Maximum wards: +2 cold Changes damage: +15% cold Talents granted: +2 Ward +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() cruel yew starstaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+9 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal yew magestaff of wizardry (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 21 fire Changes stats: +2 Mag / +3 Wil Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +24.00% Maximum mana: +25.00 Spellpower: +17 (+13 eff.) Spell crit. chance: +3% See invisible: +7 Staves designed for wielders of magic, by the greats of the art. |
![]() short yew starstaff (20-24 power, 4 apr, physical element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() yew starstaff of illumination (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 39.58 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() blue-steel trident of evisceration (20-32 power, 8 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 20.0 - 32.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% On weapon crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+3 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() balanced steel waraxe (14-19 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Disarm immunity: +26% One-handed war axes. |
![]() steel waraxe (13-18 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
![]() warbringer's dwarven-steel waraxe (18-24 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +6% physical Disarm immunity: +14% One-handed war axes. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+5 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 21 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) Stealth bonus: +6 A belt that goes around your waist. |
![]() cashmere robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cashmere robe of protection (3 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Changes resistances: +11% all Physical save: +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven cashmere robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +8% all Mental save: +20 (+7 eff.) Spellpower: +12 (+11 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy cashmere robe of corrosion (+19%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects when hit in melee: * 5% chance to slow global speed by 47% * 5 arcane resource burn Changes resistances: +19% acid / +11% all Changes damage: +13% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% lightning / +5% temporal Movement speed: +25% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 lightning Changes resistances: +6% lightning / +6% temporal Changes damage: +5% lightning / +3% mind Critical mult.: +5.00% Only die when reaching: -60.00 life Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +8 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
![]() dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Changes stats: +2 Dex Changes resistances: +3% fire / +6% nature / +3% light Changes damage: +9% lightning / +6% fire When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% When used to modify unarmed attacks: Base power: 9.0 - 12.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() polar hardened leather gloves of butchering (0 def, 2 armour) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +9 Physical power: +6 (+2 eff.) Armour: +2 Damage (Melee): 6 cold Changes resistances: +5% blight / +7% cold Changes damage: +4% cold Spell save: +8 (+4 eff.) When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 3). On weapon hit: * 10% chance to slow global speed by 47% * 10% chance to reduce armor by 15% Damage (radius 2) on crit: +6 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 7.5 - 8.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +7 Damage (Melee): 5 physical Changes stats: +2 Dex Changes damage: +4% physical When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +10 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +3% blight / +12% cold Changes resistances penetration: +5% cold Changes damage: +6% acid / +3% cold A cap made of leather. |
![]() dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Life regen: +2.00 Maximum life: +47.00 Healing mod.: +11% A suit of armour made of mail. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() impenetrable dwarven-steel plate armour of command (7 def, 24 armour) Requires: - Massive armour training - Strength 35 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +24 Defense: +7 (+4 eff.) Fatigue: +22% Changes stats: +2 Cun Mental save: +10 (+4 eff.) A suit of armour made of metal plates. |
![]() searing dwarven-steel plate armour of implacability (0 def, 15 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +15 Fatigue: +17% Damage (Melee): 11 acid / 17 fire Damage when hit (Melee): 10 acid / 8 fire Changes resistances: +13% acid / +13% fire Physical save: +8 (+4 eff.) A suit of armour made of metal plates. |
![]() quiver of yew arrows of erosion (18/18, 30-42 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.0 - 42.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 Damage (Ranged): +14 nature Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid 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 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 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 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 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: Changes stats: +2 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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. |
![]() 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 172 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. |
![]() blazing pouch of dwarven-steel shots of erosion (23/23, 34-40 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 23 Damage (Ranged): +9 nature / +10 fire Damage (radius 2) on crit: +6 fire Shots are used with slings to pummel your foes to death. |
![]() pouch of dwarven-steel shots of accuracy (22/22, 33-40 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 22 Shots are used with slings to pummel your foes to death. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() evasive dwarven-steel torque of clear mind [power 2] (22 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Toloncon the Cornac Brawler level 16
47th Dusk 122nd year of Ascendancy at 22:45 see stats
By Toloncon the Cornac Brawler level 20
77th Dusk 122nd year of Ascendancy at 09:54 see stats
By Toloncon the Cornac Brawler level 17
63rd Dusk 122nd year of Ascendancy at 17:40 see stats
By Toloncon the Cornac Brawler level 16
16th Dusk 122nd year of Ascendancy at 00:12 see stats
By Toloncon the Cornac Brawler level 10
1st Summertide 122nd year of Ascendancy at 21:25 see stats
By Toloncon the Cornac Brawler level 20
76th Dusk 122nd year of Ascendancy at 18:48 see stats
By Toloncon the Cornac Brawler level 9
8th Mirth 122nd year of Ascendancy at 20:03 see stats
By Toloncon the Cornac Brawler level 16
23rd Dusk 122nd year of Ascendancy at 04:27 see stats
By Toloncon the Cornac Brawler level 19
76th Dusk 122nd year of Ascendancy at 00:21 see stats
By Toloncon the Cornac Brawler level 21
3rd Haze 122nd year of Ascendancy at 17:34 see stats
Log
Sleeping Xeravena is suffering from insomnia.
Dozing Adirin's Shoot misses Toloncon.
Toloncon lashes out with a spinning backhand.
Toloncon slows down.
Melee retaliation hits Toloncon for (11 flat reduction), 0 cold (0 total damage).
Toloncon hits Dozing Adirin for 146 physical, 13 light (159 total damage).
Dozing Adirin uses Ice Claw.
Toloncon is encased in ice!
Dozing Adirin hits Toloncon for (26 flat reduction), 59 cold (59 total damage).
Toloncon is not silenced anymore.
Toloncon is no longer poisoned.
Burning from Dozing Bethewe hits Toloncon for (26 flat reduction), (11 to ice), 17 fire (17 total damage).
Toloncon performs a melee critical strike against Toloncon!
Toloncon hits Iceblock for 86 physical damage.
Toloncon hits Iceblock for 69 physical damage.
Dozing Adirin uses Steady Shot.
Toloncon speeds up.
Dozing Adirin's Steady Shot hits Toloncon for (26 flat reduction), (45 to ice), 67 physical (67 total damage).
Toloncon the level 21 cornac brawler was stabbed to death by Dozing Adirin on level 1 of Dreadfell.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Dozing Adirin's Steady Shot killed Toloncon!
Saving game...
Saving done.
Personal New Achievement: Utterly Destroyed!