











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 32 / 89% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 32 on the 57th Haze 122nd year of Ascendancy at 13:34 / 1 |
Primary Stats
Strength | 39 (base 13) |
Dexterity | 86 (base 50) |
Constitution | 33 (base 25) |
Magic | 18 (base 10) |
Willpower | 26 (base 10) |
Cunning | 101 (base 60) |
Resources
Life | -175/752 |
Mana | 0/366 |
Stamina | 192/263 |
Healing Factor | 1.1789294477287 |
Regeneration | 2.6525912573884 |
Speed
Mental | +15% |
Attack | +15% |
Movement | 0% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 49.871893227577 |
See Invisible | 49.871893227577 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 109 |
Accuracy | 66 |
Crit Chance | 67% |
APR | 24 |
Speed | 0.87 |
Offense: Offhand
Damage | 54 |
Accuracy | 66 |
Crit Chance | 74% |
APR | 35 |
Speed | 0.78 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 42% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 39% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Nature | +71% |
Physical | +44% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +22% |
Arcane | +25% |
Mind | +25% |
Nature | +55% |
Defense: Base
Armour (hardiness) | 30 (77.155997060385%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 20 |
Mental Save | 33 |
Defense: Resistances
Acid | + 13%( 70%) |
Physical | + 18%( 70%) |
Cold | 0%( 70%) |
All | 0%( 70%) |
Darkness | + 3%( 70%) |
Light | + 6%( 70%) |
Temporal | + 15%( 70%) |
Lightning | + 17%( 70%) |
Fire | + 14%( 70%) |
Mind | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 34% |
Confusion Resistance | 26% |
Poison Resistance | 50% |
Disarm Resistance | 91% |
Bleed Resistance | 10% |
Pinning Resistance | 37% |
Silence Resistance | 31% |
Instadeath Resistance | 100% |
Knockback Resistance | 36% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
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 222 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 967% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.50 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.80 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target's critical strike damage bonus is increased by 32%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 Possessed. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed ritch stinger. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed ice wyrm tooth. * You've found the needed vial of elder vampire blood. 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 minotaur nose. * You've found the needed storm wyrm claw. * You've found the needed vial of wight ectoplasm. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() Requires: - Level 15 Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+4 eff.) Armour: +3 Changes stats: +5 Str / +5 Dex / +5 Con / +8 Lck Changes damage: +7% physical Stealth bonus: +7 Physical save: +6 (+3 eff.) Silence immunity: +31% Confusion immunity: +26% Stun/Freeze immunity: +34% Equilibrium when hit: +0.04 Size category: +1 A pair of boots made of leather. This item has been sent to the Item's Vault. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +4 Wil / +1 Cun / +2 Con Changes damage: +6% cold Critical mult.: +11.00% Reduces incoming crit damage: 5.00% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Cun / +3 Wil Changes resistances penetration: +20% nature Changes damage: +9% nature Critical mult.: +10.00% Maximum psi: +10.00 Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 54% Damage when hit (Melee): 4 darkness Changes stats: +1 Str / +2 Mag / +8 Cun Changes resistances: +6% light / +9% temporal Changes resistances penetration: +13% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Requires: - Level 25 Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str Changes resistances: +9% mind / +18% physical Changes resistances penetration: +15% mind / +15% nature Changes damage: +21% nature / +18% physical Maximum stamina: +30.00 Rings can have magical properties. This item has been sent to the Item's Vault. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +12 Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Damage when hit (Melee): 4 arcane Changes stats: +6 Str / +7 Dex / +9 Cun Changes resistances: +3% mind Changes resistances penetration: +10% mind / +25% arcane Disarm immunity: +41% Pinning immunity: +37% Knockback immunity: +36% Maximum life: +43.00 Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 29 power out of 35/35) : Effective talent level: 2.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 233 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +27 (+7 eff.) Armour penetration: +8 Changes stats: +5 Str Changes resistances penetration: +9% physical Changes damage: +9% physical Sharp, short and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Physical power: +10 (+4 eff.) Defense: +5 (+1 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +6% temporal Changes damage: +15% nature Spell save: +3 (+1 eff.) Disease immunity: +20% Cut immunity: +10% Mental crit. chance: +7% A belt that goes around your waist. |
In off hand | ![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. This item has been sent to the Item's Vault. |
Main armor | ![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 54% Damage (Melee): 13 acid / 13 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +13% acid / +14% fire / +3% darkness / +17% lightning Changes damage: +6% nature Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Inventory
![]() blink rune (range 5; phase 19; cd 13) 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: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +23 (+8 eff.) Armour: +6 Damage when hit (Melee): 2 nature Changes stats: +5 Con Changes resistances: +3% mind Changes damage: +3% mind / +7% physical Combat speed: +10% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +14 Physical power: +25 (+9 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +5 Wil Changes damage: +9% darkness Critical mult.: +14.00% Reduces incoming crit damage: 15.00% Maximum stamina: +30.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Con Changes resistances: +6% light Changes resistances penetration: +10% light / +15% physical Changes damage: +3% cold Life regen: +8.00 Stamina each turn: +1.00 Maximum life: +46.00 Healing mod.: +12% Rings make your fingers look great! |
![]() Requires: - Level 25 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+4 eff.) Armour: +18 Effects on melee hit: * 21% chance to reduce all saves and defense by 27 Damage (Melee): 33 light Damage (Ranged): 23 light Changes stats: +19 Str / +10 Mag / +4 Cun / +10 Con Changes resistances penetration: +10% mind Changes damage: +17% light Rings can have magical properties. This item has been sent to the Item's Vault. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +3 Wil / +4 Mag Changes resistances: +28% nature Changes damage: +23% nature Spell save: +15 (+7 eff.) Mana when firing critical spell: +2.00 Maximum mana: +100.00 Rings make your fingers look great! |
![]() Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +37 (+9 eff.) Armour penetration: +17 Defense: +17 (+4 eff.) Effects on melee hit: * 24 arcane resource burn Changes stats: +3 Str / +19 Dex / +2 Con Changes resistances: +15% nature / +9% blight Changes resistances penetration: +15% fire Poison immunity: +30% Disease immunity: +30% Life regen: +20.00 Maximum life: +100.00 Healing mod.: +20% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 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! This item has been sent to the Item's Vault. |
![]() hateful stralite battleaxe of ruin (154% power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 155% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +19% Living When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Critical mult.: +34.00% Massive two-handed battleaxes. |
![]() hateful voratun battleaxe of massacre (178% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 179% 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 (Melee): +14 darkness Damage against: +23% Living Massive two-handed battleaxes. |
![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 131% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Changes stats: +4 Cun Silence immunity: +20% Stun/Freeze immunity: +20% Sharp, short and deadly. |
![]() Galubers the Boltvice (146% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 21% Damage (radius 1) on hit: +12 lightning / +8 acid Damage (radius 2) on crit: +12 lightning When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +10 Physical power: +13 (+5 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 21% Changes stats: +4 Con Changes resistances penetration: +20% physical Disarm immunity: +60% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * Create an explosion dealing 24 acid damage (1/turn) Damage (Melee): +15 light Damage (radius 2) on crit: +8 temporal Damage against: +16% Undead When wielded/worn: Changes stats: +8 Str / +8 Dex / +8 Mag / +7 Wil / +10 Cun / +4 Con Changes resistances penetration: +5% acid Changes damage: +11% acid / +18% fire Sharp, short and deadly. This item has been sent to the Item's Vault. |
![]() Mardandil the Iceraze (146% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +18 nature / +12 lightning Damage (radius 1) on hit: +8 cold When wielded/worn: Physical crit. chance: +12.0% Physical power: +11 (+4 eff.) Changes resistances: +6% lightning / +12% cold Changes resistances penetration: +15% cold Sharp, short and deadly. |
![]() Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 113% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +2 Cun Changes resistances: +9% mind Changes resistances penetration: +25% nature Changes damage: +12% mind Sharp, short and deadly. |
![]() stormbringer's voratun dagger of massacre (158% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 158% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +29 lightning / +35 cold When wielded/worn: Changes resistances penetration: +8% lightning / +11% cold Movement speed: +43% Sharp, short and deadly. |
![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 112% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +7.0% Physical power: +15 (+5 eff.) Changes stats: +1 Con Changes resistances penetration: +7% physical Disarm immunity: +14% Sharp, short and deadly. |
![]() thought-forged voratun greatmaul of enduring (179% power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 28% chance to reduce all saves and defense by 27 Damage (Melee): +21 mind When wielded/worn: Changes stats: +13 Wil / +6 Cun / +14 Con Maximum life: +86.00 Massive two-handed mauls. |
![]() balanced voratun greatsword of rage (172% 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: 173% 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% When wielded/worn: Accuracy: +49 (+12 eff.) Defense: +17 (+4 eff.) Changes stats: +3 Str Changes damage: +14% physical Disarm immunity: +50% Massive two-handed swords. |
![]() hateful voratun greatsword of projection (172% power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% 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 hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +27 darkness Damage against: +19% Living Massive two-handed swords. |
![]() acidic stralite mace of paradox (143% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 Damage (Melee): +13 temporal When wielded/worn: Changes resistances: +9% temporal Blunt and deadly. |
![]() Velayatha Requires: - Dexterity 48 - Talent Shoot 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 Travel speed: +200% When wielded/worn: Physical power: +15 (+5 eff.) Armour: +4 Ammo reloads per turn: +4 Damage when hit (Melee): 6 physical Changes stats: +7 Str / +4 Dex Changes resistances: +5% physical Changes damage: +9% physical Slings are used to hurl stones or metal shots at your foes. |
![]() fungal drakeskin leather sling of enduring Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes stats: +17 Con / +10 Wil Talent mastery: +0.10 Wild-gift / Fungus Maximum life: +83.00 It can be used to regenerate 156 life over 5 turns Activation puts all charms on cooldown for 17 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() shimmering elven-wood magestaff of the prodigy (129% 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. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +9 Mag / +12 Wil / +10 Cun Changes damage: +25% lightning Talent granted: +1 Command Staff Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +56.00 Spellpower: +12 (+7 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering elven-wood starstaff of might (129% power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% temporal Talent granted: +1 Command Staff Mana each turn: +0.22 Maximum mana: +47.00 Spellpower: +12 (+7 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() balanced voratun waraxe of erosion (151% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +15 nature When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +10 (+2 eff.) Disarm immunity: +40% One-handed war axes. |
![]() stralite waraxe of evisceration (142% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 142% 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 crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +10 (+4 eff.) One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Changes damage: +3% light Stun/Freeze immunity: +20% Life regen: +4.00 Spell crit. chance: +2% Healing mod.: +5% A belt that goes around your waist. |
![]() noble's drakeskin leather belt of valiance Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Cun / +11 Wil Damage against: +23% Summoned Reduced damage from: +38% Summoned Mental save: +7 (+3 eff.) Maximum life: +85.00 A belt that goes around your waist. |
![]() elven-silk cloak (3 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() focusing elven-silk robe of protection (3 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +3 Defense: +3 (+0 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +15% all Physical save: +20 (+8 eff.) Mana each turn: +0.31 Psi each turn: +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 27 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. This item has been sent to the Item's Vault. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +11 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes resistances: +3% cold Changes damage: +6% temporal Infravision radius: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() undeterred pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Silence immunity: +24% Confusion immunity: +32% Stun/Freeze immunity: +38% Stamina each turn: +0.50 Maximum stamina: +31.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() catburglar's drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex Changes resistances: +18% darkness Infravision radius: +5 A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +1 Fatigue: +1% Changes stats: +5 Str / +2 Con Changes resistances: +9% mind / +9% cold Changes resistances penetration: +5% light Changes damage: +6% physical Allows you to breathe in: water Stamina each turn: +3.00 Maximum stamina: +20.00 A cap made of leather. |
![]() Scale Mail of Kroltar (10 def, 18 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 41 power out of 80/80) : Effective talent level: 3.0 Power cost: 41 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 26.91 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() enlightening voratun mail armour of fire resistance (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +7 Cun / +4 Wil Changes resistances: +26% fire Mental save: +16 (+7 eff.) A suit of armour made of mail. |
![]() impenetrable voratun mail armour of the deep (5 def, 27 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +27 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +10% acid / +11% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() Ce'Niriama the drakeskin leather armour (27 def, 18 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +27 (+6 eff.) Fatigue: +8% Damage (Melee): 18 acid / 19 fire Damage when hit (Melee): 10 acid / 13 fire Changes stats: +10 Dex / +5 Wil / +9 Cun Changes resistances: +24% blight / +26% fire / +21% darkness / +23% acid Changes damage: +6% blight Mental save: +9 (+4 eff.) Confusion immunity: +20% Knockback immunity: +20% Mana each turn: +0.04 Light radius: +2 A suit of armour made of leather. |
![]() rejuvenating drakeskin leather armour of acid resistance (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +24% acid Life regen: +4.80 Stamina each turn: +2.10 A suit of armour made of leather. |
![]() flaming voratun shield of mind resistance (+16%) (0 def, 10 armour, 202.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Infused by psionic 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% Damage (Melee): 5 fire Damage when hit (Melee): 1 fire Changes resistances: +16% mind Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +6 Dex / +4 Wil / +3 Con Changes resistances: +6% darkness / +6% cold Changes resistances penetration: +15% physical Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 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. |
![]() Poryregabeth the Pyrebrace [power 434] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +4 Armour: +8 Damage when hit (Melee): 10 fire Changes resistances: +9% nature / +18% fire Changes damage: +12% lightning / +12% fire It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Void Shard Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+6 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 118.00 temporal and 118.00 darkness damage (based on Magic) Activation costs 17 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Elatha the Halfling Rogue level 31
38th Haze 122nd year of Ascendancy at 14:13 see stats
By Elatha the Halfling Rogue level 26
11st Haze 122nd year of Ascendancy at 10:40 see stats
By Elatha the Halfling Rogue level 31
36th Haze 122nd year of Ascendancy at 16:46 see stats
By Elatha the Halfling Rogue level 27
12nd Haze 122nd year of Ascendancy at 11:39 see stats
By Elatha the Halfling Rogue level 23
79th Dusk 122nd year of Ascendancy at 11:30 see stats
By Elatha the Halfling Rogue level 26
11st Haze 122nd year of Ascendancy at 10:40 see stats
By Elatha the Halfling Rogue level 31
38th Haze 122nd year of Ascendancy at 14:40 see stats
By Elatha the Halfling Rogue level 10
4th Mirth 122nd year of Ascendancy at 13:50 see stats
By Elatha the Halfling Rogue level 20
16th Dusk 122nd year of Ascendancy at 18:28 see stats
By Elatha the Halfling Rogue level 30
31st Haze 122nd year of Ascendancy at 23:13 see stats
By Elatha the Halfling Rogue level 23
45th Dusk 122nd year of Ascendancy at 03:43 see stats
By Elatha the Halfling Rogue level 32
45th Haze 122nd year of Ascendancy at 03:06 see stats
By Elatha the Halfling Rogue level 27
13rd Haze 122nd year of Ascendancy at 10:03 see stats
By Elatha the Halfling Rogue level 31
38th Haze 122nd year of Ascendancy at 14:13 see stats
By Elatha the Halfling Rogue level 10
7th Mirth 122nd year of Ascendancy at 20:06 see stats
By Elatha the Halfling Rogue level 10
4th Mirth 122nd year of Ascendancy at 14:02 see stats
By Elatha the Halfling Rogue level 31
38th Haze 122nd year of Ascendancy at 14:13 see stats
By Elatha the Halfling Rogue level 25
4th Haze 122nd year of Ascendancy at 09:47 see stats
By Elatha the Halfling Rogue level 15
6th Flare 122nd year of Ascendancy at 10:54 see stats
By Elatha the Halfling Rogue level 30
32nd Haze 122nd year of Ascendancy at 08:15 see stats
By Elatha the Halfling Rogue level 25
3rd Haze 122nd year of Ascendancy at 13:30 see stats
By Elatha the Halfling Rogue level 22
25th Dusk 122nd year of Ascendancy at 06:05 see stats
By Elatha the Halfling Rogue level 16
4th Dusk 122nd year of Ascendancy at 06:56 see stats
Log
Gata the corrupted protosentient globula shares damage with his oozes!
Elatha receives 15 healing from Deadly Poison from Elatha.
Deadly Poison from Elatha hits Gata the corrupted protosentient globula for (60 to psi shield), (22 deflected), 23 nature (23 total damage).
Gata the corrupted protosentient globula hits Elatha for 107 physical damage.
Gata the corrupted protosentient globula fails to use Shadow's Path.
You sense that Something has taken notice of you ...
Gata the corrupted protosentient globula shares damage with his oozes!
Fumble from Elatha hits Gata the corrupted protosentient globula for (143 to psi shield), (43 deflected), 45 physical (45 total damage).
Elatha uses Throwing Knives.
Elatha's Throwing Knife performs a melee critical strike against Shadow!
Shadow casts Fade.
Shadow fades!
Elatha's Throwing Knife hits Shadow for 0 physical, 0 fire, 0 acid (0 total damage).
Elatha evades Shadow.
Vulnerability Poison from Elatha hits Shadow for 0 arcane damage.
Bloated ooze briefly catches sight of you!
Elatha was smashed!
Gata the corrupted protosentient globula shares damage with his oozes!
Elatha receives 15 healing from Deadly Poison from Elatha.
Deadly Poison from Elatha hits Gata the corrupted protosentient globula for (121 to psi shield), (22 deflected), 23 nature (23 total damage).
Gata the corrupted protosentient globula hits Elatha for 107 physical damage.
Gata the corrupted protosentient globula uses Shadow's Path.
Elatha reacts to damage from Something, mitigating the blow!.
Elatha reacts to damage from Shadow, mitigating the blow!.
Elatha reacts to damage from Shadow, mitigating the blow!.
Something hits Elatha for (152 reacted , -5 stam), 262 physical (262 total damage).
Shadow hits Elatha for (91 reacted , -5 stam), 157 physical (157 total damage).
Shadow hits Elatha for (55 reacted , -5 stam), 94 physical (94 total damage).
Elatha the level 32 halfling rogue was raked to death by a shadow on level 1 of The Godfeaster.