








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 37 / 24% |
Size | medium |
Lifes / Deaths | Killed by Beleriabeth the naga myrmidon at level 37 on the 56th Regrowth 123rd year of Ascendancy at 07:14 / 1 |
Primary Stats
Strength | 33 (base 12) |
Dexterity | 67 (base 42) |
Constitution | 40 (base 12) |
Magic | 64 (base 57) |
Willpower | 20 (base 12) |
Cunning | 78 (base 51) |
Resources
Mana | 159/366 |
Psi | 110/110 |
Life | -166/1106 |
Steam | 100/100 |
Stamina | 198/256 |
Insanity | 99/100 |
Healing Factor | 1.4222297605396 |
Regeneration | 18.84454432715 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +37.58394756553% |
Spell | 0% |
Global | +105.6% |
Vision
Sight | 14 |
Lite | 13 |
Infravision | 10 |
See Stealth | 92.760546832942 |
See Invisible | 88.760546832942 |
Offense: Barehand
Damage | 92 |
Accuracy | 67 |
Crit Chance | 25% |
APR | 14 |
Speed | 0.80 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 21% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Blight | +32% |
Arcane | +13% |
Mind | +34% |
All | +7% |
Lightning | +19% |
Light | +27% |
Darkness | +23% |
Nature | +22% |
Offense: Damage Penetration
Mind | +13% |
Arcane | +33% |
Fire | +22% |
All | +8% |
Defense: Base
Armour (hardiness) | 82 (99.687909656376%) |
Defense | 91 |
Ranged Defense | 91 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 39 |
Mental Save | 49 |
Defense: Resistances
Acid | + 28%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 35%( 70%) |
All | + 26%( 70%) |
Lightning | + 68%( 70%) |
Physical | + 28%( 70%) |
Darkness | + 35%( 70%) |
Mind | + 33%( 70%) |
Fire | + 30%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 62% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 39% |
Silence Resistance | 60% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 80% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 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. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 84 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: 2.5 Rune: ShieldingUse 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 532 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Demented / Tentacles | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Pugilism | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Magical combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Battle tactics | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Cunning 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 Shardskin. * 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of luminous horror dust. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 Base power: 57.5 - 86.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +24 Crit. chance: +28.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +55 fire When wielded/worn: Changes resistances penetration: +14% fire Global speed: +6% Massive two-handed battleaxes. |
Light source | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes resistances penetration: +5% mind / +8% all Changes damage: +12% mind / +20% light Mental save: +17 (+5 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Light radius: +10 See stealth: +20 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +17 Defense: +9 (+1 eff.) Fatigue: +3% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +12% lightning / +6% fire / +3% physical Silence immunity: +20% Confusion immunity: +20% Maximum life: +100.00 Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Healing mod.: +20% A cap made of leather. |
Tool | ![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 10 physical Changes stats: +2 Str Changes resistances: +9% lightning / +12% cold Spell save: +6 (+2 eff.) Silence immunity: +20% Maximum life: +100.00 Lowers spell cool-downs by: 10% Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +2 Cun / +1 Wil Changes damage: +12% lightning Physical save: +6 (+2 eff.) Stun/Freeze immunity: +22% Knockback immunity: +10% Life regen: +2.00 Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes damage: +7% all Mental save: +8 (+2 eff.) Confusion immunity: +32% Spellpower: +11 (+3 eff.) Mindpower: +11 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +15 (+4 eff.) Armour: +32 Defense: +40 (+8 eff.) Changes damage: +9% blight Critical mult.: +10.00% Physical save: +38 (+11 eff.) Slows Projectiles: +15% It can be used to create a temporary shield that absorbs 305 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +30 (+6 eff.) Changes stats: +4 Cun / +4 Str Changes resistances: +5% arcane Physical save: +9 (+3 eff.) Silence immunity: +20% Pinning immunity: +15% Stun/Freeze immunity: +20% Knockback immunity: +15% Teleport immunity: +100% Stamina each turn: +0.80 Maximum stamina: +23.00 A pair of boots made of leather. |
On hands | ![]() Requires: - Level 25 Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 6 acid / 6 fire / 6 lightning / 7 cold Changes stats: +3 Wil / +7 Mag Changes damage: +6% arcane Talent granted: +3 Iron Grip Disarm immunity: +80% When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% Damage (Melee): +11 ice / +15 acid / +23 fire / +12 arcane / +14 lightning Damage (radius 2) on crit: +10 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +20 (+4 eff.) Changes resistances: +3% acid / +12% darkness / +36% lightning Physical save: +16 (+6 eff.) Spell save: +13 (+4 eff.) Mental save: +13 (+4 eff.) Blindness immunity: +20% Stun/Freeze immunity: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -12% Effects on melee hit: * 10% chance to reduce all saves and defense by 28 Changes stats: +13 Dex / +11 Cun / +8 Con Changes resistances: +9% mind Changes resistances penetration: +25% arcane Blindness immunity: +19% Life regen: +5.00 Stamina each turn: +1.40 Infravision radius: +3 Sight radius: +2 See invisible: +5 Movement speed: +20% Amulets make your neck look great! |
Inventory
![]() wild infusion (res 17%; magical; dur 3; cd 15) 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 magical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +18 Defense: +10 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 28 Changes stats: +11 Lck Changes resistances: +14% lightning / +6% temporal / +3% mind Critical mult.: +14.00% Stun/Freeze immunity: +32% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +10 Defense: +20 (+4 eff.) Changes resistances: +5% arcane / +12% light Changes resistances penetration: +10% temporal Changes damage: +7% physical Silence immunity: +20% Disarm immunity: +20% Combat speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Damage when hit (Melee): 10 mind / 6 nature Changes resistances: +15% light / +16% darkness Changes damage: +6% mind Blindness immunity: +25% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Damage when hit (Melee): 4 blight Changes resistances cap: +4% all Changes resistances penetration: +15% blight / +25% cold / +20% arcane Changes damage: +9% blight / +21% cold Physical save: +14 (+5 eff.) Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Str / +6 Dex / +5 Wil Changes resistances: +18% acid / +12% cold / +3% nature Cut immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +10% Healing mod.: +10% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Str / +12 Mag / +4 Cun Changes damage: +6% light / +18% fire Reduces incoming crit damage: 10.00% Spell save: +18 (+6 eff.) Light radius: +3 Infravision radius: +3 See invisible: +6 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 temporal Changes stats: +3 Mag / +9 Con Changes resistances penetration: +25% blight Changes damage: +9% temporal Blindness immunity: +38% Light radius: +3 Infravision radius: +5 See stealth: +9 See invisible: +17 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con / +5 Mag Changes resistances: +16% blight Changes damage: +16% blight Only die when reaching: -80.00 life Maximum vim: +50.00 Spell crit. chance: +6% Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +14 Changes stats: +5 Str / +3 Mag / +4 Wil / +3 Cun / +5 Con Life regen: +10.00 Maximum life: +53.00 Infravision radius: +2 Healing mod.: +14% Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 3.5 Power cost: 50 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +3% darkness Spell save: +9 (+3 eff.) Blindness immunity: +20% Pinning immunity: +20% Infravision radius: +4 See stealth: +6 See invisible: +6 Healing mod.: +20% Rings make your fingers look great! |
![]() dwarven-steel battleaxe of corruption (32-48 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 3). Massive two-handed battleaxes. |
![]() steel battleaxe 'Noonwalker' (36-53 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 35.5 - 53.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +3 Wil / +3 Con Changes resistances: +12% light Changes damage: +6% light Light radius: +2 See invisible: +21 Massive two-handed battleaxes. |
![]() Dredodin the dwarven-steel dagger (26-33 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 25.5 - 33.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +3 Physical power: +25 (+6 eff.) Changes stats: +5 Dex / +2 Con Changes damage: +6% arcane Physical save: +15 (+5 eff.) Sharp, short and deadly. |
![]() Gunyroddalar the Sparkfoe (16-21 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 50% Dex, 50% Str 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 260 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +20 lightning / +8 mind When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+3 eff.) Changes resistances penetration: +25% temporal Changes damage: +30% temporal Equilibrium when hit: +0.16 Mindpower: +15 (+5 eff.) Sharp, short and deadly. |
![]() Neruth the dwarven-steel dagger (18-23 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to reduce all saves and defense by 28 Damage Shield penetration (this weapon only): +30% Damage (Melee): +29 mind When wielded/worn: Changes stats: +3 Mag / +8 Wil / +7 Cun Mental save: +9 (+3 eff.) Mindpower: +20 (+6 eff.) Sharp, short and deadly. |
![]() steel dagger 'Scorchstreaker' (18-24 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.5 - 24.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +16 fire When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% physical Changes damage: +12% fire Physical save: +6 (+2 eff.) Teleport immunity: +20% Only die when reaching: -80.00 life Sharp, short and deadly. |
![]() Airumbra (54-82 power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 darkness Damage (radius 1) on hit: +4 lightning Damage against: +23% Living When wielded/worn: Accuracy: +33 (+8 eff.) Armour penetration: +33 Damage when hit (Melee): 6 lightning Changes stats: +2 Mag / +2 Cun / +1 Con Changes resistances penetration: +10% lightning / +25% physical Light radius: +1 Massive two-handed mauls. |
![]() Mireripper the dwarven-steel greatsword (36-58 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 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 (Melee): +20 acid Damage (radius 1) on hit: +17 fire Damage (radius 2) on crit: +20 lightning / +16 nature When wielded/worn: Changes resistances: +9% nature Changes damage: +27% acid Massive two-handed swords. |
![]() balanced voratun greatsword of torment (62-100 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +12 (+2 eff.) Disarm immunity: +45% Massive two-handed swords. |
![]() Mardadufast the stralite longsword (44-61 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +17 cold When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Physical crit. chance: +3.0% Defense: +11 (+2 eff.) Changes resistances penetration: +25% physical Disarm immunity: +37% Maximum stamina: +20.00 Sharp, long, and deadly. |
![]() thought-forged steel longsword of massacre (24-34 power, 3 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 24.0 - 33.6 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% On weapon hit: * 12% chance to reduce all saves and defense by 28 Damage (Melee): +9 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Sharp, long, and deadly. |
![]() Salotha (12-18 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Changes stats: +5 Dex / +2 Wil / +5 Con Changes resistances: +9% acid / +12% nature / +12% blight Changes resistances penetration: +9% all Blunt and deadly. |
![]() absorbing thorny mindstar of clarity (8-9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +8% lightning / +6% fire / +10% cold Talent masteries: +0.20 Psionic / Voracity +0.10 Psionic / Absorption Talent granted: +1 Attune Mindstar Mental save: +6 (+2 eff.) Maximum psi: +18.00 Mindpower: +6 (+2 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. |
![]() ash magestaff 'Breezeblur' (15-18 power, 3 apr, arcane 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: Effects on melee hit: * 20% chance to slow global speed by 55% Damage when hit (Melee): 8 nature / 8 blight Changes stats: +4 Wil Changes resistances penetration: +15% nature Changes damage: +6% blight / +15% arcane / +9% nature Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +60.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding ash magestaff of illumination (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Infused by nature 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: Defense: +7 (+1 eff.) Changes stats: +4 Con Changes damage: +15% lightning Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +10 (+3 eff.) Spell crit. chance: +2% Light radius: +2 Healing mod.: +14% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.5 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 7 that illuminates the area and deals 158.92 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. |
![]() lifebinding elven-wood starstaff of greater warding (25-30 power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Changes stats: +3 Con Maximum wards: +3 temporal Changes damage: +25% temporal Talents granted: +3 Ward +1 Command Staff Life regen: +1.00 Spellpower: +17 (+5 eff.) Spell crit. chance: +4% Healing mod.: +21% Staves designed for wielders of magic, by the greats of the art. |
![]() yew starstaff 'Poredarin' (20-24 power, 4 apr, physical 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 resistances: +3% lightning / +6% nature / +20% darkness Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +16.00% Blindness immunity: +20% Life regen: +4.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
![]() Aerenn the dwarven-steel steamsaw (20-31 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 20.5 - 30.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +44 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour penetration: +4 Physical power: +15 (+4 eff.) Armour: +10 Defense: +21 (+4 eff.) Fatigue: +8% Changes stats: +4 Str Changes resistances: +9% blight Talent granted: +2 Block Poison immunity: +10% Silence immunity: +20% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() living voratun steamsaw of massacre (48-73 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 48.5 - 72.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +103 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +10% nature / +14% blight Talent granted: +3 Block Maximum life: +72.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() swashbuckler's stralite steamsaw of crushing (31-46 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 31.0 - 46.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +74 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +8.0% Physical power: +7 (+2 eff.) Armour: +5 Defense: +8 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +1 Dex Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() acidic deep-steel trident of corruption (30-49 power, 10 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 30.5 - 48.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). On weapon crit: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() blue-steel trident (20-32 power, 8 apr) Requires: - Strength 16 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% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Bloomglamour (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% Damage (Melee): +20 acid Damage (radius 1) on hit: +20 nature When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +9 Armour: +8 Changes resistances: +5% arcane / +12% acid Changes resistances penetration: +10% nature / +8% all Spell save: +12 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
![]() Ce'Nora (11-15 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 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: +8 (+2 eff.) Defense: +9 (+1 eff.) Changes stats: +5 Cun Changes resistances: +6% cold / +6% fire / +9% light / +4% physical Disarm immunity: +32% Infravision radius: +2 See invisible: +6 One-handed war axes. |
![]() hardened leather belt 'Prismbore' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +7 Wil Changes resistances: +9% mind Changes damage: +9% acid / +15% light / +9% mind Maximum encumbrance: +43 Mindpower: +30 (+10 eff.) Light radius: +3 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Fearfire Mantle (14 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+2 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() Robe of the Worm of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% acid / +11% physical / +12% fire / +12% cold / +7% all Changes damage: +7% acid / +6% physical / +8% fire / +6% cold Talent cooldown: Refit Golem (-3 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() shimmering silk robe of fire (+25%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all / +25% fire Changes damage: +11% arcane / +17% fire Maximum mana: +63.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Glara the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +8 Dex Changes resistances: +10% cold / +10% fire / +9% temporal Critical mult.: +10.00% Silence immunity: +20% Life regen: +4.00 Maximum stamina: +30.00 A pair of boots made of leather. |
![]() Mardudor (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Changes stats: +2 Dex / +6 Mag / +4 Cun / +2 Con Changes resistances: +6% blight Changes damage: +6% blight Maximum encumbrance: +38 Physical save: +10 (+4 eff.) Light radius: +3 A pair of boots made of leather. |
![]() dreamer's pair of dwarven-steel boots of void walking (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +4 Wil Changes resistances: +13% darkness / +14% temporal Changes resistances penetration: +14% darkness / +13% temporal Physical save: +9 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +13% New effects duration reduction after a teleport: +15% 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 (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 A pair of boots made of leather. |
![]() storm drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +17 (+4 eff.) Armour: +3 Damage (Melee): 9 lightning Changes stats: +4 Dex Changes resistances: +6% lightning Changes damage: +9% lightning When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +12.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 5). Damage (radius 2) on crit: +9 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() enlightening stralite mail armour of Eyal (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+0 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Mental save: +19 (+6 eff.) Life regen: +5.00 Maximum life: +55.00 Healing mod.: +16% A suit of armour made of mail. |
![]() radiant stralite mail armour of the deep (4 def, 10 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +10 Defense: +4 (+0 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +13% blight / +11% cold / +10% darkness / +5% acid Allows you to breathe in: water Light radius: +2 A suit of armour made of mail. |
![]() cured leather armour 'Bethilravea' (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes resistances: +21% lightning / +9% light / +5% arcane Spell save: +9 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 Maximum life: +100.00 A suit of armour made of leather. |
![]() hardened leather armour 'Samademnir' (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 6 mind Changes stats: +3 Mag Changes resistances: +24% fire Changes resistances penetration: +20% arcane Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Hate when firing a critical mind attack: +4.00 Maximum hate: +10.00 Maximum psi: +20.00 A suit of armour made of leather. |
![]() Eremoldil (30 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +30 (+6 eff.) Fatigue: +22% Changes stats: +5 Str Changes resistances: +23% cold Reduces incoming crit damage: 15.00% Maximum vim: +30.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of metal plates. |
![]() Issusta the dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +4.0% Armour: +11 Fatigue: +22% Changes stats: +9 Str / +2 Dex Changes resistances: +8% arcane Physical save: +15 (+5 eff.) Spell save: +19 (+6 eff.) A suit of armour made of metal plates. |
![]() Getadas (0 def, 6 armour, 80 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% Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Cun Changes resistances: +20% lightning Talent granted: +1 Block Psi when hit: +0.16 Maximum psi: +40.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +3% Handheld deflection devices. |
![]() 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: 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 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 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 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 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: Armour penetration: +6 Physical power: +7 (+2 eff.) Changes stats: +2 Str / +3 Wil Changes resistances: +3% blight Changes resistances penetration: +10% darkness Critical mult.: +13.00% Blindness immunity: +20% Stun/Freeze immunity: +20% Mental crit. chance: +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 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. 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. |
![]() 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 RockKamehameha the Skeleton Adventurer level 20
1st Haze 122nd year of Ascendancy at 01:53 see stats
By RockKamehameha the Skeleton Adventurer level 36
40th Regrowth 123rd year of Ascendancy at 01:23 see stats
By RockKamehameha the Skeleton Adventurer level 36
38th Regrowth 123rd year of Ascendancy at 07:38 see stats
By RockKamehameha the Skeleton Adventurer level 12
12nd Dusk 122nd year of Ascendancy at 22:40 see stats
By RockKamehameha the Skeleton Adventurer level 31
17th Regrowth 123rd year of Ascendancy at 22:45 see stats
By RockKamehameha the Skeleton Adventurer level 24
64th Haze 122nd year of Ascendancy at 13:26 see stats
By RockKamehameha the Skeleton Adventurer level 23
16th Haze 122nd year of Ascendancy at 06:23 see stats
By RockKamehameha the Skeleton Adventurer level 23
23rd Haze 122nd year of Ascendancy at 21:51 see stats
By RockKamehameha the Skeleton Adventurer level 24
65th Haze 122nd year of Ascendancy at 06:40 see stats
By RockKamehameha the Skeleton Adventurer level 10
10th Flare 122nd year of Ascendancy at 02:50 see stats
By RockKamehameha the Skeleton Adventurer level 20
70th Dusk 122nd year of Ascendancy at 16:01 see stats
By RockKamehameha the Skeleton Adventurer level 30
16th Regrowth 123rd year of Ascendancy at 02:26 see stats
By RockKamehameha the Skeleton Adventurer level 23
58th Haze 122nd year of Ascendancy at 08:10 see stats
By RockKamehameha the Skeleton Adventurer level 29
3rd Allure 123rd year of Ascendancy at 10:55 see stats
By RockKamehameha the Skeleton Adventurer level 27
2nd Wintertide 123rd year of Ascendancy at 15:13 see stats
By RockKamehameha the Skeleton Adventurer level 5
2nd Mirth 122nd year of Ascendancy at 12:23 see stats
By RockKamehameha the Skeleton Adventurer level 11
3rd Dusk 122nd year of Ascendancy at 19:40 see stats
By RockKamehameha the Skeleton Adventurer level 21
11st Haze 122nd year of Ascendancy at 01:35 see stats
By RockKamehameha the Skeleton Adventurer level 15
31st Dusk 122nd year of Ascendancy at 09:22 see stats
By RockKamehameha the Skeleton Adventurer level 35
37th Regrowth 123rd year of Ascendancy at 15:16 see stats
Log
RockKamehameha's spell attains critical power!
RockKamehameha's Beyond the Flesh performs a melee critical strike against Salagann the thief!
Shards of metal explode from Salagann the thief's shield!
RockKamehameha redirects the effect 'Counterstrike'!
RockKamehameha casts Earthen Missiles.
RockKamehameha's spell attains critical power!
RockKamehameha's Beyond the Flesh performs a melee critical strike against Bethawen the minotaur!
RockKamehameha's Beyond the Flesh performs a melee critical strike against Bethawen the minotaur!
RockKamehameha casts Earthen Missiles.
Beleriabeth the naga myrmidon's is vulnerable to attacks and effects!
RockKamehameha casts Earthen Missiles.
RockKamehameha casts Earthen Missiles.
RockKamehameha's Beyond the Flesh performs a melee critical strike against Warg!
You collect a new ingredient: warg claw (1).
RockKamehameha casts Earthen Missiles.
Talent Double Strike is ready to use.
Bethawen the minotaur hits RockKamehameha for (32 flat reduction), 284 light (284 total damage).
Melee retaliation hits RockKamehameha for (21 flat reduction), 0 darkness, (21 flat reduction), 0 darkness (0 total damage).
Burning from Beleriabeth the naga myrmidon hits RockKamehameha for (32 flat reduction), 12 fire (12 total damage).
Blood Splash hits RockKamehameha for 24 healing, 15 healing (0 total damage) [39 healing].
Epidemic from Yvirada the orc fighter hits RockKamehameha for (32 flat reduction), 31 blight (31 total damage).
RockKamehameha's Beyond the Flesh hits Salagann the thief for (82 blocked), 0 physical, (3 blocked), 0 lightning, (4 blocked), 0 cold, (6 blocked), 0 fire, (5 blocked), 0 acid, (25 blocked), 0 fire, (28 blocked), 0 arcane, (54 blocked), 0 darkness, (4 blocked), 0 lightning, (6 blocked), 0 cold, (5 blocked), 0 fire, (3 blocked), 0 acid (0 total damage).
RockKamehameha's Beyond the Flesh hits Warg for 19 mind, 4 lightning, 10 cold, 2 fire, 6 acid, 47 fire (88 total damage).
RockKamehameha's Beyond the Flesh hits Beleriabeth the naga myrmidon for 22 mind, 5 lightning, 6 cold, 5 fire, 7 acid, 77 mind, 4 lightning, 4 cold, 7 fire, 7 acid (144 total damage).
RockKamehameha's Beyond the Flesh hits Yvirada the orc fighter for 31 fire, 51 arcane, 84 arcane (165 total damage).
RockKamehameha's Beyond the Flesh hits Bethawen the minotaur for 35 mind, 3 lightning, 4 cold, 3 fire, 5 acid, 44 fire, 44 arcane, 34 mind, 5 lightning, 7 cold, 4 fire, 5 acid, 49 arcane (243 total damage).
Beleriabeth the naga myrmidon casts Manathrust.
RockKamehameha's Beyond the Flesh killed Warg!
Beleriabeth the naga myrmidon hits RockKamehameha for (32 flat reduction), 230 arcane (230 total damage).
RockKamehameha the level 37 skeleton adventurer was blasted to death by Beleriabeth the naga myrmidon on level 1 of Ruined Dungeon.