Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Gladiator |
| Level / Exp | 35 / 39% |
| Size | big |
| Lifes / Deaths | Killed by devourer at level 17 on the 6th Shortage 122nd year of Ascendancy at 18:23 0 / 8Killed by Veloldaba the Guardian at level 17 on the 7th Shortage 122nd year of Ascendancy at 01:38 Killed by fire wyrm at level 24 on the 21st Steel 123rd year of Ascendancy at 18:00 Killed by skeleton archer at level 33 on the 6th Dearth 123rd year of Ascendancy at 22:50 Killed by skeleton mage at level 33 on the 7th Dearth 123rd year of Ascendancy at 01:15 Killed by saw horror at level 34 on the 11st Dearth 123rd year of Ascendancy at 04:33 Killed by overpowered greater multi-hued wyrm at level 35 on the 29th Dearth 123rd year of Ascendancy at 11:47 Killed by overpowered greater multi-hued wyrm at level 35 on the 29th Dearth 123rd year of Ascendancy at 18:50 |
Primary Stats
| Strength | 112 (base 36) |
| Dexterity | 75 (base 47) |
| Constitution | 52 (base 38) |
| Magic | 33 (base 18) |
| Willpower | 54 (base 22) |
| Cunning | 43 (base 16) |
Resources
| Life | -65/1032 |
| Mana | 464/464 |
| Stamina | 191/237 |
| Equilibrium | 0 |
| Healing Factor | 1.4837837837838 |
| Regeneration | 0.59351351351351 |
Speed
| Mental | +6.9012633891668% |
| Attack | 0% |
| Movement | +14.315499606609% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 32.773324913269 |
| See Invisible | 41.773324913269 |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 62 |
| Crit Chance | 49% |
| APR | 27 |
| Speed | 0.94 |
Offense: Offhand
| Damage | 92 |
| Accuracy | 62 |
| Crit Chance | 49% |
| APR | 27 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 54.658351481916 (100%) |
| Defense | 58 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 72 |
| Spell Save | 63 |
| Mental Save | 56 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 119 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 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 402 damage for 3 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 721 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 428 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Expertise / Combat | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Expertise / Swords | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Expertise / Maces | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Technique / Arms Handling | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Expertise / Axes | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Dual weapons | 1.10 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.48 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Gladiator | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Cleaving Blows |
| talent | Precise Strikes |
| talent | Close Combat Management |
| talent | Combat Instinct |
| talent | Premonition |
| talent | Hardy |
| talent | Frenzy |
| detrimental effect | The target is on fire, taking 63.96 fire damage per turn. Burning |
| detrimental effect | Reduces global action speed by 20%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Reduces cold damage received by 13%. Premonition Shield |
| beneficial effect | The target's skin turns to stone, granting 18 armour, 22 physical save and 22 spell save. Dwarven Resilience |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| beneficial effect | Parrying melee attacks: Has a 51% chance to deflect up to 28 damage from the next 1.6 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | 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 failed to protect the repented thief from death by skeleton master archer. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the worried loremaster from death by skeleton master archer. Escort: worried loremaster (level 2 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by skeleton warrior. Escort: worried loremaster (level 5 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Zenik (0 def, 15 armour) Zenik (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +15 Fatigue: -3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% temporal Maximum encumbrance: +29 Physical save: +8 (+2 eff.) Spell save: +6 (+1 eff.) Teleport immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 106, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 172.50 darkness damage (based on Mindpower and charge), costing 10 power out of 1/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight / 10 vim draining blight Changes stats: +5 Mag / +5 Wil Changes resistances: +13% lightning / +8% temporal / +15% nature Changes damage: +10% blight / +11% arcane Maximum vim: +25.00 Spell crit. chance: +2% It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 11%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
| On hands | Earthtickler (0 def, 3 armour) Earthtickler (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Physical power: +9 (+3 eff.) Armour: +3 Changes stats: +5 Str / +7 Dex / +4 Mag / +12 Cun Changes resistances: +8% light / +10% darkness / +6% nature Changes resistances penetration: +10% nature Infravision radius: +1 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Kodesta [power 49] (30 cooldown) Kodesta [power 49] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +8 Str / +3 Dex / +3 Con Changes damage: +6% temporal Talent granted: +4 Telekinetic Blast Infravision radius: +2 See invisible: +9 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to teleport randomly (rad 49), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Oakspitter OakspitterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Cun Changes resistances: +12% nature / +12% acid Changes resistances penetration: +25% nature Changes damage: +6% nature / +9% acid Rings can have magical properties. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Emeleta EmeletaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +9 Wil / +1 Mag Talent masteries: +0.18 Technique / Shield defense +0.18 Technique / Conditioning Maximum mana: +60.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
| In main hand | Kilnspar (31-43.4 power, 5 apr) Kilnspar (31-43.4 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +21 temporal / +17 nature Burst (radius 1) on hit: +12 fire When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 fire / 16 temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 37 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Splendourglory (32.5-45.5 power, 5 apr) Splendourglory (32.5-45.5 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +10 Fatigue: -10% Damage when hit (Melee): 20 light Changes stats: +2 Mag / +4 Wil Changes resistances penetration: +11% physical Reduces incoming crit damage: 15.00% One-handed war axes. |
| Cloak | Daygrit the cashmere cloak (2 def, 0 armour) Daygrit the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 acid / 12 light Changes stats: +3 Wil / +3 Mag Changes resistances: +6% acid Changes damage: +21% light / +18% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) 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. |
Inventory
healing infusion (heal 31) healing infusion (heal 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 31 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+14 for 9 turns, die at -428) heroism infusion of the psychic (+14 for 9 turns, die at -428)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -428 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. |
insidious poison infusion of the psychic (32 nature damage, 30% healing reduction) insidious poison infusion of the psychic (32 nature damage, 30% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 31.53 nature damage per turn for 7 turns, and reducing the target's healing received by 30%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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 ability. |
movement infusion (373% speed; 6 turns) movement infusion (373% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 373% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 6; power 21; turns 4; dispels darkness) sun infusion (rad 6; power 21; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 10) controlled phase door rune of the wizard (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (95 lightning damage) lightning rune (95 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 31.67 to 95.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (840% regen over 10 turns; 42 instant mana) manasurge rune (840% regen over 10 turns; 42 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 840% for 10 turns and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 369 for 5 turns) shielding rune (absorb 369 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 369 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 12; dur 16; see demon) vision rune (radius 12; dur 16; see demon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 17) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any demon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+3 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
grounding stralite amulet of strength (+7) grounding stralite amulet of strength (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Str Changes resistances: +19% lightning Stun/Freeze immunity: +29% Amulets can have magical properties. |
starlit stralite amulet of constitution (+6) starlit stralite amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +18% light / +12% darkness Blindness immunity: +37% Amulets can have magical properties. |
wanderer's voratun amulet of the eclipse wanderer's voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Damage (Melee): 9 light / 6 darkness Effects when hit in melee: * 12% chance to blind * 9% chance to inflict 15% damage reduction Changes stats: +5 Dex / +5 Cun / +5 Con Changes damage: +6% light / +8% darkness Life regen: +0.70 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
gold ring 'Blazewinter' gold ring 'Blazewinter'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +28% nature / +12% light Changes resistances penetration: +10% lightning / +15% light Changes damage: +14% nature / +9% light Light radius: +2 Rings can have magical properties. |
Turondur the Lustreguile (44-66 power, 3 apr) Turondur the Lustreguile (44-66 power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +11.5% Attack speed: 100% On weapon hit: * 34% chance to corrode armour by 30% When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +8 Effects on melee hit: * 30% chance to blind Changes stats: +1 Str Changes resistances penetration: +14% acid Life regen: +3.00 Massive two-handed battleaxes. |
flaming dwarven-steel battleaxe of massacre (41.5-62.25 power, 2 apr) flaming dwarven-steel battleaxe of massacre (41.5-62.25 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +14 fire Massive two-handed battleaxes. |
hateful stralite dagger of ruin (29.5-38.35 power, 9 apr) hateful stralite dagger of ruin (29.5-38.35 power, 9 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +4% Living When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Critical mult.: +15.00% Sharp, short and deadly. |
slime-covered stralite dagger of erosion (29-37.7 power, 9 apr) slime-covered stralite dagger of erosion (29-37.7 power, 9 apr)Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 8% Damage (Melee): +8 temporal / +9 nature Sharp, short and deadly. |
stralite dagger (30.5-39.65 power, 9 apr) stralite dagger (30.5-39.65 power, 9 apr)Requires: - Dexterity 35 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Sharp, short and deadly. |
stralite dagger (26.5-34.45 power, 9 apr) stralite dagger (26.5-34.45 power, 9 apr)Requires: - Dexterity 35 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.5 - 34.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Sharp, short and deadly. |
truestriking stralite dagger of erosion (27.5-35.75 power, 9 apr) truestriking stralite dagger of erosion (27.5-35.75 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +14 nature / +6 temporal When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +4% physical Sharp, short and deadly. |
Radiancesteel (43.5-65.25 power, 2 apr) Radiancesteel (43.5-65.25 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 14% chance to daze at end of turn * 25% chance to put talents on cooldown Damage (Melee): +4 light When wielded/worn: Armour penetration: +9 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +2 Dex / +3 Mag / +5 Wil / +5 Cun / +2 Con Changes resistances: +3% light / +3% temporal Changes resistances penetration: +12% lightning / +10% physical Changes damage: +10% physical / +9% temporal Massive two-handed mauls. |
insidious stralite greatmaul of massacre (64.5-96.75 power, 3 apr) insidious stralite greatmaul of massacre (64.5-96.75 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 64.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +37 insidious poison Massive two-handed mauls. |
plaguebringer's stralite greatsword of paradox (49-78.4 power, 3 apr) plaguebringer's stralite greatsword of paradox (49-78.4 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 14% chance to disease Damage (Melee): +12 blight / +14 temporal When wielded/worn: Damage when hit (Melee): 14 temporal Changes resistances: +12% temporal Disease immunity: +25% Massive two-handed swords. |
slime-covered stralite longsword of erosion (32-44.8 power, 5 apr) slime-covered stralite longsword of erosion (32-44.8 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 13% Damage (Melee): +7 temporal / +13 nature Sharp, long, and deadly. |
stralite longsword (31-43.4 power, 5 apr) stralite longsword (31-43.4 power, 5 apr)Requires: - Strength 35 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Sharp, long, and deadly. |
stralite longsword of dampening (32.5-45.5 power, 5 apr) stralite longsword of dampening (32.5-45.5 power, 5 apr)Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% acid / +11% fire / +12% cold / +10% lightning Spell save: +8 (+2 eff.) Sharp, long, and deadly. |
stralite longsword of massacre (42.5-59.5 power, 5 apr) stralite longsword of massacre (42.5-59.5 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Sharp, long, and deadly. |
truestriking stralite longsword of corruption (31-43.4 power, 5 apr) truestriking stralite longsword of corruption (31-43.4 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 11% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +11 Changes resistances penetration: +9% physical Sharp, long, and deadly. |
Islobeth (59.5-83.3 power, 6 apr) Islobeth (59.5-83.3 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 59.5 - 83.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane / +3% temporal Changes resistances penetration: +10% temporal Changes damage: +18% arcane Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
stralite mace of nature (37.5-52.5 power, 5 apr) stralite mace of nature (37.5-52.5 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +9% nature Blunt and deadly. |
Thermal Focus (14-15.4 power, 32 apr, fire damage) Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% cold / +20% fire Changes resistances penetration: +12% cold / +12% fire Changes damage: +20% cold / +20% fire Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+3 eff.) Psi each turn: +1.00 Mindpower: +16 (+5 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
inquisitor's pulsing mindstar of venom (13-14.3 power, 32 apr, nature damage) inquisitor's pulsing mindstar of venom (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 12 acid Changes resistances: +9% acid Changes resistances penetration: +9% acid Changes damage: +3% arcane / +4% acid Spell save: +5 (+1 eff.) Life regen: +1.10 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar (13-14.3 power, 32 apr, mind damage) pulsing mindstar (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar (13-14.3 power, 32 apr, mind damage) pulsing mindstar (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
reinforced leather sling reinforced leather slingRequires: - Dexterity 35 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Slings are used to hurl stones or metal shots at your foes. |
cruel elven-wood magestaff of might (25-30 power, 5 apr, arcane element) cruel elven-wood magestaff of might (25-30 power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of warding (25-30 power, 5 apr, cold element) cruel elven-wood magestaff of warding (25-30 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Armour: +5 Defense: +5 (+2 eff.) Maximum wards: +2 cold Changes damage: +25% cold Talents granted: +1 Command Staff +3 Ward Critical mult.: +14.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of projection (25-30 power, 5 apr, fire element) elven-wood magestaff of projection (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 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: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +16 (+8 eff.) Spell crit. chance: +7% It can be used to project a bolt elemental energy from the staff (to range 9) dealing 38.49 to 46.19 fire damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of warding (25-30 power, 5 apr, lightning element) elven-wood magestaff of warding (25-30 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 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: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Maximum wards: +2 lightning Changes damage: +25% lightning Talents granted: +1 Command Staff +4 Ward Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff (25-30 power, 5 apr, physical element) elven-wood starstaff (25-30 power, 5 apr, physical element)Requires: - Magic 35 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: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical Talent granted: +1 Command Staff Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff of fate (25-30 power, 5 apr, light element) elven-wood starstaff of fate (25-30 power, 5 apr, light element)Requires: - Magic 35 Powered by arcane forces 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: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% light Talent granted: +1 Command Staff Physical save: +9 (+2 eff.) Spell save: +11 (+3 eff.) Mental save: +9 (+3 eff.) Spellpower: +12 (+6 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff (25-30 power, 5 apr, fire element) elven-wood vilestaff (25-30 power, 5 apr, fire element)Requires: - Magic 35 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: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff (25-30 power, 5 apr, acid element) elven-wood vilestaff (25-30 power, 5 apr, acid element)Requires: - Magic 35 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: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% acid Talent granted: +1 Command Staff Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of fate (25-30 power, 5 apr, darkness element) elven-wood vilestaff of fate (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 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: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Physical save: +8 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +9 (+3 eff.) Spellpower: +12 (+6 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of blasting (20-24 power, 4 apr, arcane element) magewarrior's short yew magestaff of blasting (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 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: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +23 (+12 eff.) Spell crit. chance: +11% It can be used to unleash an elemental blastwave, dealing 35.91 to 43.09 arcane damage in a radius 4 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of power (30-36 power, 5 apr, cold element) potent elven-wood magestaff of power (30-36 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower: +27 (+14 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of wizardry (30-36 power, 5 apr, cold element) potent elven-wood magestaff of wizardry (30-36 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes damage: +30% cold Talent granted: +1 Command Staff Maximum mana: +18.00 Spellpower: +20 (+10 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff of might (25-30 power, 5 apr, darkness element) shimmering elven-wood starstaff of might (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 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: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Mana each turn: +0.20 Maximum mana: +61.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Gleamwreck the dwarven-steel waraxe (22.5-31.5 power, 4 apr) Gleamwreck the dwarven-steel waraxe (22.5-31.5 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 light Burst (radius 1) on hit: +20 light When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +10 (+3 eff.) Damage when hit (Melee): 8 light Changes damage: +18% blight / +6% arcane Disarm immunity: +38% Mana each turn: +0.16 Maximum mana: +60.00 One-handed war axes. |
flaming stralite waraxe of vileness (30-42 power, 5 apr) flaming stralite waraxe of vileness (30-42 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 17% chance to disease Damage (Melee): +11 blight Burst (radius 1) on hit: +15 fire One-handed war axes. |
stralite waraxe of shearing (29.5-41.3 power, 5 apr) stralite waraxe of shearing (29.5-41.3 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +9 Changes resistances penetration: +9% physical Changes damage: +11% physical One-handed war axes. |
Hydra's Bite (56-61.6 power, 7 apr) Hydra's Bite (56-61.6 power, 7 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stat: 110% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
hardened leather belt hardened leather belt1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
nightruned hardened leather belt of magery nightruned hardened leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +8% light / +7% darkness Spell crit. chance: +3% A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour) cashmere cloak (2 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of mindcraft (2 def, 0 armour) cashmere cloak of mindcraft (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+15 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 (+4 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+8 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
silk robe (3 def, 0 armour) silk robe (3 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe (3 def, 0 armour) silk robe (3 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of darkness (+21%) (3 def, 0 armour) silk robe of darkness (+21%) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +21% darkness Changes damage: +14% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of power (3 def, 0 armour) stargazer's silk robe of power (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Cun Changes damage: +13% light / +9% darkness / +10% all Spellpower: +19 (+10 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+3 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
pair of dwarven-steel boots (0 def, 4 armour) pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots (0 def, 4 armour) pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets (0 def, 2 armour) dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour) dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of the starseeker (0 def, 7 armour) heroic dwarven-steel gauntlets of the starseeker (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Changes stats: +3 Cun / +3 Mag Changes resistances: +7% light / +7% darkness Mental save: +8 (+3 eff.) Maximum life: +47.00 Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 47.86 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
radiant dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) radiant dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 9 light Changes stats: +3 Mag Changes resistances: +8% light Changes damage: +5% light / +3% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+5 eff.) Mindpower: +15 (+5 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
cashmere wizard hat (2 def, 0 armour) cashmere wizard hat (2 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat (2 def, 0 armour) cashmere wizard hat (2 def, 0 armour)2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat of blight (+13%) (2 def, 0 armour) cashmere wizard hat of blight (+13%) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +13% blight Changes damage: +13% blight A pointy cloth hat, very wizardly... |
cashmere wizard hat of nature (+21%) (2 def, 0 armour) cashmere wizard hat of nature (+21%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +21% nature Changes damage: +14% nature A pointy cloth hat, very wizardly... |
hardened leather cap of ire (0 def, 3 armour) hardened leather cap of ire (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +3 Con Physical save: +6 (+2 eff.) Mental save: +8 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
shimmering cashmere wizard hat of darkness (+19%) (2 def, 0 armour) shimmering cashmere wizard hat of darkness (+19%) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +19% darkness Changes damage: +14% arcane / +13% darkness Maximum mana: +42.00 A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of earthrunes (2 def, 3 armour) stabilizing cashmere wizard hat of earthrunes (2 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +3 Con / +5 Wil Physical save: +5 (+1 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 60.77 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
stabilizing dwarven-steel helm of knowledge (0 def, 4 armour) stabilizing dwarven-steel helm of knowledge (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Wil Physical save: +15 (+4 eff.) Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stralite mail armour (4 def, 8 armour) stralite mail armour (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% A suit of armour made of mail. |
stralite mail armour of fire resistance (4 def, 8 armour) stralite mail armour of fire resistance (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +23% fire A suit of armour made of mail. |
stralite mail armour of resilience (4 def, 8 armour) stralite mail armour of resilience (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Maximum life: +23.00 A suit of armour made of mail. |
rejuvenating hardened leather armour (3 def, 6 armour) rejuvenating hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Life regen: +2.60 Stamina each turn: +1.10 A suit of armour made of leather. |
stralite plate armour of acid resistance (7 def, 13 armour) stralite plate armour of acid resistance (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes resistances: +23% acid A suit of armour made of metal plates. |
stralite plate armour of command (12 def, 18 armour) stralite plate armour of command (12 def, 18 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +18 Defense: +12 (+4 eff.) Fatigue: +26% Changes stats: +2 Cun Mental save: +13 (+4 eff.) A suit of armour made of metal plates. |
Zigoblek the dwarven-steel shield (8 def, 2 armour, 85 block) Zigoblek the dwarven-steel shield (8 def, 2 armour, 85 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 22% chance to blind Damage when hit (Melee): 16 blight Changes stats: +5 Con / +2 Mag Changes resistances: +14% light Talent granted: +3 Block Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +4 (+2 eff.) Spell crit. chance: +3% Handheld deflection devices. |
stralite shield (10 def, 2 armour, 130 block) stralite shield (10 def, 2 armour, 130 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Talent granted: +4 Block Handheld deflection devices. |
stralite shield (10 def, 2 armour, 134.5 block) stralite shield (10 def, 2 armour, 134.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Talent granted: +4 Block Handheld deflection devices. |
quiver of elven-wood arrows 'Tempesthunger' (21/21, 43.5-60.9 power, 14 apr) quiver of elven-wood arrows 'Tempesthunger' (21/21, 43.5-60.9 power, 14 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.5 - 60.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 On weapon hit: * 40% chance to daze at end of turn * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +8 lightning / +4 arcane Burst (radius 1) on hit: +16 arcane / +8 lightning Burst (radius 2) on crit: +4 lightning Arrows are used with bows to pierce your foes to death. |
onyx onyx0.00 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. |
dwarven-steel pickaxe (dig speed 30 turns) dwarven-steel pickaxe (dig speed 30 turns)3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
jade jade0.00 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
ruby ruby0.00 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 411.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 66 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
quick stralite torque of thermal psionic shield [power 87] (15 cooldown) quick stralite torque of thermal psionic shield [power 87] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 87 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
void elven-wood wand of clairvoyance [power 13] (6 cooldown) void elven-wood wand of clairvoyance [power 13] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent granted: +4 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 13, power 57 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Ay'knuss the Dwarf Gladiator level 26
33rd Steel 123rd year of Ascendancy at 04:31 see stats
Against all odds
Killed Ukruk in the ambush.By Ay'knuss the Dwarf Gladiator level 26
31st Steel 123rd year of Ascendancy at 08:26 see stats
Arachnophobia
Destroyed the spydric menace.By Ay'knuss the Dwarf Gladiator level 33
23rd Wealth 123rd year of Ascendancy at 15:59 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Ay'knuss the Dwarf Gladiator level 35
29th Dearth 123rd year of Ascendancy at 11:25 see stats
Brave new world
Went to the Far East and took part in the war.By Ay'knuss the Dwarf Gladiator level 32
18th Wealth 123rd year of Ascendancy at 21:36 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ay'knuss the Dwarf Gladiator level 14
7th Dearth 122nd year of Ascendancy at 15:04 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Ay'knuss the Dwarf Gladiator level 29
4th Voratun 123rd year of Ascendancy at 14:01 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Ay'knuss the Dwarf Gladiator level 34
18th Dearth 123rd year of Ascendancy at 13:09 see stats
Exterminator
Killed 1000 creatures.By Ay'knuss the Dwarf Gladiator level 15
17th Loss 122nd year of Ascendancy at 20:58 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ay'knuss the Dwarf Gladiator level 30
8th Profit 123rd year of Ascendancy at 18:16 see stats
Level 10
Got a character to level 10.By Ay'knuss the Dwarf Gladiator level 10
8th Profit 122nd year of Ascendancy at 16:44 see stats
Level 20
Got a character to level 20.By Ay'knuss the Dwarf Gladiator level 20
3rd Iron 123rd year of Ascendancy at 12:18 see stats
Level 30
Got a character to level 30.By Ay'knuss the Dwarf Gladiator level 30
4th Voratun 123rd year of Ascendancy at 14:01 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ay'knuss the Dwarf Gladiator level 15
34th Dearth 122nd year of Ascendancy at 09:53 see stats
Size matters
Did over 600 damage in one attack.By Ay'knuss the Dwarf Gladiator level 28
43rd Stralite 123rd year of Ascendancy at 05:10 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Ay'knuss the Dwarf Gladiator level 32
14th Wealth 123rd year of Ascendancy at 01:57 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Ay'knuss the Dwarf Gladiator level 4
19th Voratun 122nd year of Ascendancy at 17:38 see stats
That was close
Killed your target while having only 1 life left.By Ay'knuss the Dwarf Gladiator level 33
7th Dearth 123rd year of Ascendancy at 02:58 see stats
The Arena
Unlocked Arena mode.By Ay'knuss the Dwarf Gladiator level 10
13rd Profit 122nd year of Ascendancy at 19:52 see stats
The secret city
Discovered the truth about mages.By Ay'knuss the Dwarf Gladiator level 9
4th Profit 122nd year of Ascendancy at 07:48 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Ay'knuss the Dwarf Gladiator level 23
16th Steel 123rd year of Ascendancy at 12:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ay'knuss the Dwarf Gladiator level 16
18th Loss 122nd year of Ascendancy at 12:04 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Ay'knuss the Dwarf Gladiator level 25
30th Steel 123rd year of Ascendancy at 03:31 see stats
Log
Burning from Overpowered greater multi-hued wyrm hits Ay'knuss for 56 fire damage.
Ay'knuss performs a melee critical strike against Overpowered greater multi-hued wyrm!
Overpowered greater multi-hued wyrm shrugs off the critical damage!
Overpowered greater multi-hued wyrm shrugs off the effect 'Armor Corroded'!
The cleaving blow strikes nearby foes!
Cleaving Blows hits Overpowered greater multi-hued wyrm for 17 physical damage.
Ay'knuss hits Overpowered greater multi-hued wyrm for 43 physical, 22 temporal, 21 nature, 3 fire, 0 lightning, 0 fire, 0 cold, 1 acid, 27 physical, 0 lightning, 0 fire, 0 cold, 1 acid (120 total damage).
Ay'knuss hits Overpowered greater multi-hued wyrm for 3 fire damage.
Frenzy hits Ay'knuss for 9 healing, 9 healing (0 total damage) [18 healing].
Ay'knuss uses Resilience of the Dwarves.
Ay'knuss's skin turns to stone.
Ay'knuss unshutters his Umbraphage, unleashing a torrent of shadows!
Ay'knuss's mind surges with critical power!
Overpowered greater multi-hued wyrm shrugs off the critical damage!
Overpowered greater multi-hued wyrm resists the blind!
Overpowered greater multi-hued wyrm resists the blind!
Ay'knuss hits Overpowered greater multi-hued wyrm for 249 darkness damage.
Ay'knuss hits Overpowered greater multi-hued wyrm for 141 darkness damage.
Burning from Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 19 fire damage.
Overpowered greater multi-hued wyrm uses Ice Claw.
Ay'knuss shrugs off the effect 'Frozen'!
Overpowered greater multi-hued wyrm slows down.
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 3 lightning, 2 fire, 2 cold, 5 acid (13 total damage).
Ay'knuss hits Overpowered greater multi-hued wyrm for 25 nature, 3 fire, 7 acid, 4 nature, 17 temporal, 11 blight, 4 blight, 9 arcane, 44 light (124 total damage).
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 110 cold damage.
Overpowered greater multi-hued wyrm hits Ay'knuss for (28 parried), 224 cold (224 total damage).
Burning from Overpowered greater multi-hued wyrm hits Ay'knuss for 56 fire damage.
Overpowered greater multi-hued wyrm breathes fire!
Saving game...
