









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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.
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Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 32 / 65% |
Size | medium |
Lifes / Deaths | Killed by Vorarialle the armoured skeleton warrior at level 29 on the 5th Regrowth 123rd year of Ascendancy at 01:10 0 / 8Killed by Polyma the elder vampire at level 31 on the 8th Regrowth 123rd year of Ascendancy at 12:01 Killed by ritch flamespitter at level 31 on the 9th Regrowth 123rd year of Ascendancy at 19:17 Killed by Aerubeth the corrupted dendritic hemospinner at level 32 on the 20th Regrowth 123rd year of Ascendancy at 05:23 Killed by Poluwyn the corrupted acidic digestor at level 32 on the 20th Regrowth 123rd year of Ascendancy at 22:55 Killed by Layothra the corrupted plasmic disruptor at level 32 on the 21st Regrowth 123rd year of Ascendancy at 15:01 Killed by Layothra the corrupted plasmic disruptor at level 32 on the 21st Regrowth 123rd year of Ascendancy at 17:13 Killed by Ivotira the corrupted mastocytic feeder at level 32 on the 21st Regrowth 123rd year of Ascendancy at 19:06 |
Primary Stats
Strength | 65 (base 23) |
Dexterity | 89 (base 60) |
Constitution | 54 (base 12) |
Magic | 18 (base 10) |
Willpower | 20 (base 10) |
Cunning | 66 (base 53) |
Resources
Life | -155/1116 |
Stamina | 108/218 |
Healing Factor | 1.4197803169825 |
Regeneration | 20.231869517001 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
See Invisible | 3 |
Offense: Barehand
Damage | 113 |
Accuracy | 61 |
Crit Chance | 24% |
APR | 18 |
Speed | 0.80 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Blight | +32% |
Nature | +13% |
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 18 (35.65183292883%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 29 |
Mental Save | 43 |
Defense: Resistances
Darkness | + 23%( 70%) |
Light | + 33%( 70%) |
Physical | + 16%( 70%) |
Nature | + 35%( 70%) |
Arcane | + 16%( 70%) |
Lightning | + 25%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 27% |
Pinning Resistance | 100% |
Disarm Resistance | 34% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 115 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 595% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -616 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1318 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Grappling | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
You failed to protect the injured seer from death by Silura the skeleton archer. Escort: injured seer (level 1 of Dreadfell) | failed |
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 Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Polumiwyn the dire wolf. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Belowe the dire wolf. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. 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 honey tree root. * You've found the needed bloated horror heart. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed naga tongue. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
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 | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 14/20) : Effective talent level: 3.6 Power cost: 20 out of 14/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +6 Damage when hit (Melee): 4 nature Changes stats: +8 Str / +3 Mag / +6 Con Physical save: +17 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +12 (+4 eff.) Disarm immunity: +34% Maximum life: +49.00 Infravision radius: +3 See invisible: +3 When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 3). Damage (Melee): +9 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +9 Dex / +5 Mag / +4 Con Changes resistances: +5% arcane / +9% lightning Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% nature / +6% light Changes damage: +13% nature / +21% blight Mental save: +9 (+3 eff.) Confusion immunity: +28% Life regen: +13.00 Maximum life: +64.00 Light radius: +2 Healing mod.: +12% Cannot be unequipped or rerolled until level 33. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +9 Dex / +5 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.90 Movement speed: +10% Amulets make your neck look great! |
Main armor | ![]() Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +2.0% Armour: +4 Defense: +16 (+4 eff.) Fatigue: +7% Changes stats: +3 Str Changes resistances: +12% light / +13% darkness Critical mult.: +10.00% Physical save: +15 (+5 eff.) A suit of armour made of leather. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 physical Changes stats: +5 Str / +6 Con Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +6% light / +6% lightning Changes damage: +6% blight Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Disease immunity: +20% Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
![]() wild infusion (res 20%; magical; dur 4; cd 14) 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 4 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. |
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() shielding rune (absorb 220; dur 5; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 220 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 spell talent. |
![]() shielding rune of the wizard (absorb 339; dur 6; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 339 damage for 6 turns. 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 spell talent. |
![]() Ce'Nerin the Furnacewrest Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Changes damage: +21% fire Talent mastery: +0.40 Technique / Unarmed training Physical save: +18 (+6 eff.) Mental crit. chance: +5% Amulets make your neck look great! |
![]() Unflinching Eye Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning / +6% nature Changes damage: +11% lightning Life regen: +4.00 Only die when reaching: -80.00 life Healing mod.: +20% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Armour: +8 Defense: +10 (+2 eff.) Damage when hit (Melee): 8 light Changes stats: +4 Str Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +6% nature Silence immunity: +33% Mana each turn: +0.15 Light radius: +1 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Changes stats: +2 Str / +4 Dex / +4 Con Critical mult.: +10.00% Physical save: +18 (+6 eff.) Mental save: +8 (+3 eff.) Confusion immunity: +27% Stamina each turn: +2.00 Rings make your fingers look great! |
![]() voratun ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +20.00 Maximum life: +40.00 Healing mod.: +19% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Life regen: +9.00 Maximum life: +62.00 Healing mod.: +12% Rings make your fingers look great! |
![]() caustic voratun battleaxe of shearing (168% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +56 acid / +63 nature When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +27 Changes resistances penetration: +24% acid / +27% nature / +12% all Massive two-handed battleaxes. |
![]() Icy Kill (143% power, 10 apr) Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 143% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() flaming stralite dagger of daylight (135% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 135% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +11 light Damage (radius 1) on hit: +12 fire Damage against: +16% Undead Sharp, short and deadly. |
![]() stormbringer's voratun dagger of shearing (149% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +13 lightning / +35 cold When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +13 Changes resistances penetration: +16% lightning / +20% cold / +14% all Movement speed: +33% Sharp, short and deadly. |
![]() Shimmertrencher the stralite greatmaul (167% power, 30 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 167% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +30 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +26% Damage (radius 2) on crit: +20 lightning When wielded/worn: Changes stats: +5 Str / +8 Mag / +6 Wil / +5 Cun Changes resistances: +9% mind Massive two-handed mauls. |
![]() quick stralite greatsword of erosion (157% power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 157% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Accuracy: +23 (+5 eff.) Changes stats: +7 Dex Combat speed: +10% Massive two-handed swords. |
![]() voratun greatsword of crippling (175% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x 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 crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +14.0% Massive two-handed swords. |
![]() Eclipsevault Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +8 fire Damage (radius 2) on crit: +30 acid / +41 nature When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +12 Physical crit. chance: +9.0% Changes stats: +17 Con / +18 Wil Changes resistances: +6% lightning / +3% nature / +9% darkness Changes resistances penetration: +21% acid / +27% nature / +10% darkness Changes damage: +3% darkness Maximum life: +72.00 Longbows are used to shoot arrows at your foes. |
![]() Tureldil the Arcwarden (153% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +69 fire When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +20% mind / +21% fire Changes damage: +12% lightning / +6% arcane / +21% mind Mindpower: +15 (+7 eff.) Mental crit. chance: +3% Global speed: +11% Sharp, long, and deadly. |
![]() Bogwarden (146% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 146% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 24 damage When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +9% acid / +9% mind Physical save: +6 (+2 eff.) Spell save: +18 (+9 eff.) Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
![]() voratun mace 'Chodegen' (157% power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +18 darkness Damage against: +20% Living When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +7 Defense: +30 (+7 eff.) Changes stats: +3 Con Changes damage: +24% physical Stamina each turn: +3.00 Maximum stamina: +30.00 Blunt and deadly. |
![]() voratun mace of erosion (158% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +14 nature Blunt and deadly. |
![]() horrifying living mindstar of sand (112% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 13 physical / 12 mind / 13 darkness Changes resistances: +9% physical Changes resistances penetration: +10% physical Changes damage: +9% physical / +4% mind / +2% darkness Talent granted: +1 Attune Mindstar Mindpower: +10 (+5 eff.) Mental crit. chance: +5% 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. |
![]() hungering living mindstar of clarity (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Mental save: +4 (+1 eff.) Hate per kill: +3.00 Psi per kill: +3.00 Maximum psi: +30.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% It can be used to inflict 68.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. 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. |
![]() mitotic living mindstar (112% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +13.0% Attack speed: 100% On weapon hit: * 13% chance to slow global speed by 46% * 9% chance to reduce armor by 20% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +10 (+5 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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. |
![]() blazebringer's drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +61 fire When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +10.0% Changes resistances penetration: +10% fire Global speed: +9% Slings are used to hurl stones or metal shots at your foes. |
![]() Nightrigor the dragonbone magestaff (136% power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Armour Hardiness: +9% Changes resistances: +9% acid / +15% cold Changes resistances penetration: +5% darkness / +15% arcane Changes damage: +12% acid / +30% cold / +3% darkness Talent granted: +1 Command Staff Physical save: +12 (+4 eff.) Mana each turn: +0.34 Maximum mana: +63.00 Spellpower: +15 (+8 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Relgerab the Venombutcher (136% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +14 Changes stats: +4 Str / +3 Wil Changes damage: +30% lightning / +18% physical / +15% nature Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spellpower: +34 (+18 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() earthen dragonbone vilestaff of warding (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +13 Armour Hardiness: +7% Defense: +6 (+1 eff.) Maximum wards: +2 fire Changes damage: +30% fire Talents granted: +2 Ward +1 Command Staff Physical save: +6 (+2 eff.) Spellpower: +15 (+8 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal dragonbone vilestaff of fate (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+6 eff.) Changes damage: +30% darkness Talent granted: +1 Command Staff Physical save: +10 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Spellpower: +20 (+11 eff.) Spell crit. chance: +11% Damage Shield penetration: +27% Damage Shield Power: +16% Staves designed for wielders of magic, by the greats of the art. |
![]() greater dragonbone magestaff (136% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Spellpower: +27 (+14 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() imbued dragonbone vilestaff (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +15 (+8 eff.) Spell crit. chance: +5% Talent on hit(spell): Glacial Vapour (10% chance level 3). Staves designed for wielders of magic, by the greats of the art. |
![]() stralite waraxe of amnesia (141% power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) One-handed war axes. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +5 Dex Changes resistances: +15% lightning / +3% temporal / +3% acid Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient elven-silk cloak of the guardian (13 def, 6 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +13 (+3 eff.) Physical save: +25 (+8 eff.) Spell save: +17 (+9 eff.) Mental save: +12 (+4 eff.) Maximum life: +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Changes resistances: +9% blight / +9% fire / +5% arcane / +9% all Changes damage: +12% fire Physical save: +6 (+2 eff.) Life regen: +2.50 Maximum life: +58.00 Maximum stamina: +20.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crimson Robe (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+10 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +7% blight / +13% darkness / +12% mind / +11% all Physical save: +10 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +26 (+9 eff.) Life regen: +2.10 Maximum life: +40.00 Healing mod.: +10% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() shimmering Rags of the Sanctuary of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +13% arcane Mana each turn: +0.11 Maximum mana: +73.00 Spellpower: +18 (+10 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Str / +10 Mag / +9 Wil Changes resistances: +21% lightning / +6% darkness / +7% light / +6% blight / +18% cold / +8% fire / +9% all Changes damage: +23% lightning / +22% physical / +16% cold Physical save: +11 (+4 eff.) Spell save: +28 (+13 eff.) Mental save: +11 (+4 eff.) Spellpower: +20 (+11 eff.) Spell crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes resistances: +9% mind / +12% cold Changes resistances penetration: +15% darkness Changes damage: +9% mind / +18% cold Silence immunity: +32% Confusion immunity: +31% Stun/Freeze immunity: +36% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal / +12% darkness Reduces incoming crit damage: 15.00% Life regen: +4.00 Only die when reaching: -40.00 life Maximum life: +40.00 A pair of boots made of leather. |
![]() Eilinilrakira the Magmabiter (0 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 10 blight Changes resistances: +9% blight / +21% fire Changes resistances penetration: +20% blight / +20% fire Life regen: +11.00 Stamina each turn: +1.40 Maximum stamina: +36.00 Light radius: +3 When used to modify unarmed attacks: Power: 139% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +16 Fatigue: +3% Damage (Melee): 14 physical Changes stats: +3 Dex Changes damage: +8% physical Critical mult.: +10.00% Spell save: +9 (+5 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +2% When used to modify unarmed attacks: Power: 125% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Sand Breath (20% chance level 3). Damage (radius 1) on hit: +12 physical Damage (radius 2) on crit: +11 physical Metal gloves protecting the hands up to the middle of the lower arm. |
![]() heroic drakeskin leather gloves of the iron hand (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Changes stats: +4 Str / +3 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Mental save: +10 (+3 eff.) Disarm immunity: +35% Maximum life: +68.00 When used to modify unarmed attacks: Power: 142% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Physical power: +4 (+1 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 24 arcane resource burn Changes resistances: +8% blight Spell save: +21 (+11 eff.) When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +17 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 13% chance to reduce armor by 20% * 26 arcane resource burn * 13% chance to slow global speed by 46% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +3.0% Armour: +4 Defense: +10 (+2 eff.) Fatigue: +4% Changes stats: +3 Wil Changes resistances: +12% cold Critical mult.: +15.00% Physical save: +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +15% mind / +15% blight Mental save: +16 (+5 eff.) Confusion immunity: +20% Pinning immunity: +20% Teleport immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() mindcaging drakeskin leather cap (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +18% mind Mental save: +20 (+7 eff.) Confusion immunity: +36% A cap made of leather. |
![]() hardened voratun mail armour of implacability (5 def, 26 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +26 Defense: +5 (+1 eff.) Fatigue: +4% Changes resistances: +6% acid / +12% physical / +8% cold / +11% lightning / +8% fire Physical save: +12 (+4 eff.) A suit of armour made of mail. |
![]() multi-hued cured leather armour of clarity (6 def, 4 armour) Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes resistances: +10% acid / +9% physical / +9% lightning / +9% fire / +7% mind / +9% cold Mental save: +13 (+4 eff.) Mindpower: +8 (+4 eff.) A suit of armour made of leather. |
![]() Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +9 Dex / +4 Mag / +5 Wil / +5 Cun Maximum life: +36.00 Movement speed: +20% A suit of armour made of leather. |
![]() rejuvenating cured leather armour of command (14 def, 9 armour) Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +14 (+3 eff.) Fatigue: +7% Changes stats: +3 Cun Mental save: +14 (+5 eff.) Life regen: +3.60 Stamina each turn: +1.00 A suit of armour made of leather. |
![]() rejuvenating drakeskin leather armour of Eyal (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Life regen: +11.00 Stamina each turn: +1.50 Maximum life: +45.00 Healing mod.: +19% A suit of armour made of leather. |
![]() Ebonyjam (30 def, 8 armour, 182 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +30 (+7 eff.) Fatigue: +8% Damage when hit (Melee): 10 mind Changes stats: +9 Cun / +9 Mag Changes resistances: +9% mind / +2% physical / +17% light / +18% darkness Changes damage: +18% light / +24% darkness Talent granted: +1 Block Stun/Freeze immunity: +20% Maximum life: +100.00 Handheld deflection devices. |
![]() scouring voratun shield (0 def, 10 armour, 211 block) Requires: - Shield usage training - Strength 48 Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 10 arcane resource burn Damage (Melee): 19 acid / 17 nature Effects when hit in melee: * 9 arcane resource burn Changes stats: +4 Con Changes resistances: +17% acid / +15% nature Talent granted: +1 Block Handheld deflection devices. |
![]() barbed quiver of dragonbone arrows of corruption (21/21, 183% power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 183% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +18.0% Capacity: 21 When this weapon hits: Curse of Vulnerability (20% chance level 5). On weapon crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() quiver of elven-wood arrows 'Sootcast' (22/22, 154% power, 14 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 119 physical damage Damage (Ranged): +20 lightning / +44 physical / +20 darkness Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +20 darkness / +20 mind Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 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. |
![]() dwarven voratun pickaxe (dig speed 18 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Physical save: +10 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +9 (+3 eff.) Maximum life: +69.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() dwarven voratun pickaxe (dig speed 16 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Physical save: +10 (+3 eff.) Spell save: +9 (+5 eff.) Mental save: +11 (+4 eff.) Maximum life: +57.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() voratun pickaxe of quickening (dig speed 16 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Obsidianshine the dwarven lantern Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +9% acid / +5% arcane / +6% nature Changes damage: +12% darkness / +12% mind Physical save: +11 (+4 eff.) Mental save: +10 (+3 eff.) Light radius: +8 See stealth: +12 See invisible: +20 Healing mod.: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% 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. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() voratun torque of mindblast [power 330] (18/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 330 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances penetration: +10% arcane Changes damage: +9% light It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. * Reduce 1 talent cooldowns by 2. * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Honeywood Chalice Infused 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. |
![]() warded dragonbone wand of conjuration [power 385] (18/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +3 blight / +4 fire / +4 nature / +4 darkness Talent granted: +1 Ward It can be used to fire a magical bolt dealing 385 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Annfai the Cornac Brawler level 5
78th Pyre 122nd year of Ascendancy at 20:05 see stats
By Annfai the Cornac Brawler level 14
13rd Dusk 122nd year of Ascendancy at 18:31 see stats
By Annfai the Cornac Brawler level 31
7th Regrowth 123rd year of Ascendancy at 14:31 see stats
By Annfai the Cornac Brawler level 26
67th Haze 122nd year of Ascendancy at 16:17 see stats
By Annfai the Cornac Brawler level 30
7th Regrowth 123rd year of Ascendancy at 04:42 see stats
By Annfai the Cornac Brawler level 10
4th Mirth 122nd year of Ascendancy at 02:06 see stats
By Annfai the Cornac Brawler level 20
37th Haze 122nd year of Ascendancy at 18:22 see stats
By Annfai the Cornac Brawler level 30
5th Regrowth 123rd year of Ascendancy at 07:35 see stats
By Annfai the Cornac Brawler level 25
59th Haze 122nd year of Ascendancy at 01:52 see stats
By Annfai the Cornac Brawler level 22
46th Haze 122nd year of Ascendancy at 11:57 see stats
By Annfai the Cornac Brawler level 17
19th Haze 122nd year of Ascendancy at 19:31 see stats
By Annfai the Cornac Brawler level 25
63rd Haze 122nd year of Ascendancy at 06:22 see stats
By Annfai the Cornac Brawler level 10
4th Mirth 122nd year of Ascendancy at 21:42 see stats
By Annfai the Cornac Brawler level 19
22nd Haze 122nd year of Ascendancy at 11:30 see stats
By Annfai the Cornac Brawler level 22
40th Haze 122nd year of Ascendancy at 08:26 see stats
By Annfai the Cornac Brawler level 16
12nd Haze 122nd year of Ascendancy at 20:22 see stats
By Annfai the Cornac Brawler level 32
21st Regrowth 123rd year of Ascendancy at 17:14 see stats
Log
Annfai is no longer blood locked.
A shield forms around Annfai.
Talent Double Strike is ready to use.
Talent Tumble is ready to use.
Ivotira the corrupted mastocytic feeder aims less carefully.
You can feel tremors in the worm.. A gastric wave is coming! Dodge to an alcove!
Talent Vitality is ready to use.
Ivotira the corrupted mastocytic feeder rushes out!
Ivotira the corrupted mastocytic feeder misses Annfai.
Talent Flurry of Fists is ready to use.
Annfai uses Tumble.
Ivotira the corrupted mastocytic feeder casts Flame Leash.
The shield around Annfai crumbles.
Talent Disengage is ready to use.
Ivotira the corrupted mastocytic feeder's fire area effect hits Annfai for (34 flat reduction), 48 fire (48 total damage).
Annfai lashes out with a flurry of fists.
Annfai performs a melee critical strike against Ivotira the corrupted mastocytic feeder!
Annfai hits Ivotira the corrupted mastocytic feeder for 57 physical, 29 physical, 9 physical, 9 physical, 55 physical, 9 physical, 46 physical, 57 physical, 9 physical, 9 physical (291 total damage).
Ivotira the corrupted mastocytic feeder casts Demon Seed.
Ivotira the corrupted mastocytic feeder misses Annfai.
Annfai shrugs off Something's 'Explosive Saw'!
Talent Infusion: Movement is ready to use.
Talent Open Palm Block is ready to use.
Ivotira the corrupted mastocytic feeder's fire area effect hits Annfai for (34 flat reduction), 48 fire (48 total damage).
Annfai the level 32 cornac brawler was flamed to death by Ivotira the corrupted mastocytic feeder on level 1 of The Godfeaster.