











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Infinite |
Mode | Madness Exploration |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 19 / 53% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 107 (base 34) |
Dexterity | 88 (base 34) |
Constitution | 94 (base 34) |
Magic | 62 (base 34) |
Willpower | 57 (base 34) |
Cunning | 68 (base 34) |
Resources
Mana | 218/218 |
Negative | 74/74 |
Life | 788/788 |
Paradox | 300 |
Soul | 16/18 |
Hate | 52/100 |
Equilibrium | 61 |
Vim | 105/105 |
Positive | 54/54 |
Stamina | 232/232 |
Psi | 217/217 |
Healing Factor | 1.3387156314987 |
Regeneration | 39.644492491451 |
Speed
Mental | +14.110339538898% |
Attack | +2.617733760592% |
Movement | +203.07642331087% |
Spell | +11.492605778308% |
Global | +142.85557379326% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 9 |
See Stealth | 125.5152777278 |
See Invisible | 151.54619084063 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 140 |
Accuracy | 57 |
Crit Chance | 79% |
APR | 39 |
Speed | 0.88 |
Offense: Offhand
Damage | 98 |
Accuracy | 50 |
Crit Chance | 59% |
APR | 55 |
Speed | 0.88 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 62% |
Speed | 0.89692046662575 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 30% |
Speed | 0.97449043489209 |
Offense: Damage Bonus
Blight | +5% |
Physical | +3% |
Cold | +38% |
All | 0% |
Lightning | +3% |
Light | +19% |
Temporal | +8% |
Mind | +3% |
Darkness | +27% |
Nature | +10% |
Offense: Damage Penetration
Lightning | +5% |
Light | +15% |
Temporal | +10% |
Darkness | +10% |
Mind | +5% |
Fire | +10% |
Defense: Base
Armour (hardiness) | 126.3494362734 (85.404685247777%) |
Defense | 65 |
Ranged Defense | 69 |
Fatigue | 9 |
Physical Save | 48.48 |
Spell Save | 60.96 |
Mental Save | 36 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 28%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 62%( 70%) |
All | + 7%( 70%) |
Physical | + 17%( 74%) |
Lightning | + 70%( 70%) |
Light | + 60%( 70%) |
Temporal | + 14%( 70%) |
Mind | -3%( 70%) |
Darkness | + 67%( 76%) |
Fire | + 70%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 63% |
Fear Resistance | 48% |
Poison Resistance | 50% |
Blind Resistance | 47% |
Silence Resistance | 21% |
Bleed Resistance | 23% |
Pinning Resistance | 68% |
Instadeath Resistance | 100% |
Knockback Resistance | 32% |
Inscriptions (4/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 277 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 490 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Sun | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Discharge | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Slaughter | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Slime | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Psi-fighting | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Dreadmaster | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Buckler Training | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Pugilism | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Sunlight | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Voracity | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Blood | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Crusader | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Oozing blades | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Matter | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Vim | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Scourge | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Punishments | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Archery training | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Gravity | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Phantasm | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Reaving combat | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Animus | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Nightfall | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Star fury | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Golemancy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Moss | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Plague | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Timetravel | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Focus | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Fears | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Berserker's strength | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Stealth | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Darkness | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Tireless Combatant | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Strife | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Endless hunt | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Thought-Forms | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Solipsism | 1.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Slumber | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Archery prowess | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Psychic Assault | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Nightmare | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Smith | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Distortion | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Augmented striking | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Projection | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Arcane | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Radiance | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Marksmanship | 1.20 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Glacial waste | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Fire alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Predator | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Absorption | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Finishing moves | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Flux | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Grave | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Death | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Grappling | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Frost alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Blight | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Unarmed discipline | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Stasis | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.20 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Mucus | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Combat | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Trapping | 1.20 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Explosive admixtures | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Meta | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Reflexes | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Master of flesh | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Summoning (utility) | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Acid alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Shadows | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Shield defense | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Master of bones | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Ooze | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Twilight | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Eclipse | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Sanguisuge | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Water | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Temporal | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (augmentation) | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Force of will | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Vile life | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Spectre | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Dream Forge | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Feedback | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Gestures | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Curses | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Mentalism | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Energy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Torment | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Thuggery | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Dreaming | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Augmented mobility | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Hexes | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Hymns | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 2/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Race / Ogre | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Necrosis | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Dark sustenance | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Matter Weaving |
talent | Acidic Skin |
talent | Weapon Folding |
talent | Flame of Urh'Rok |
talent | Weapon of Light |
talent | Arcane Power |
talent | Contingency |
talent | Crippling Poison |
talent | Arcane Feed |
talent | Insidious Poison |
talent | Grim Shadow |
talent | Stalk |
talent | Reality Smearing |
talent | Ruin |
talent | Elemental Harmony |
talent | Dark Ritual |
talent | Mitosis |
talent | Kinetic Shield |
talent | Elemental Discord |
talent | Apply Poison |
talent | Forge Shield |
talent | Feather Wind |
talent | Deflection |
talent | Hiemal Shield |
talent | Icy Skin |
talent | Beyond the Flesh |
talent | Gloom |
talent | Energy Decomposition |
talent | Shadow Feed |
talent | Psiblades |
talent | Thermal Shield |
talent | Overkill |
talent | Frost Infusion |
talent | Weapon of Wrath |
talent | Daunting Presence |
talent | Augmentation |
talent | Corona |
talent | Skate |
talent | Keen Senses |
talent | Chant of Resistance |
talent | Hymn of Detection |
talent | Erupting Shadows |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.0)Penalty : Fractured Sanity: -10% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +15% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 60% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Countering melee attacks: Has a 50% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
detrimental effect | Zone-wide effect: +10% cold damage, -10% cold resistance, -10% physical save, -20% confusion immunity. Grave chill |
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 5 Net Damage: 132 - 184 Accuracy: 70 (knife) APR: 35 Crit Chance: +68% Crit mult: 374% Uses Stats: 92% Cun, 0% Mag |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+34% chance to avoid traps). Power 2+: -1 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 50 mind and 61 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 79 Mind damage, and deal 98 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+30% global speed). Clarity |
beneficial effect | The target is moving is 100% faster. 3 Celerity |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +6% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: Random Artifact: Strikeblack (Madness) (0 def, 0 armour) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Quiver | ![]() 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. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(114 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Str / +2 Dex / +4 Cun Changes damage: +3% physical Mental save: +7 (+3 eff.) Only die when reaching: -40.00 life Maximum stamina: +20.00 Curse of Nightmares A pointy cloth hat, very wizardly... |
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 38 Changes resistances: +5% fire / +6% cold Changes damage: +3% lightning / +9% light Curse of Misfortune A pair of boots made of leather. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% blight / +12% cold Physical save: +9 (+2 eff.) Life regen: +4.00 Only die when reaching: -80.00 life Curse of Misfortune Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +10 (+2 eff.) Silence immunity: +21% Mana each turn: +0.10 Maximum stamina: +10.00 Curse of Madness Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +9% fire / +11% light / +10% darkness Changes resistances penetration: +5% lightning / +10% fire / +15% light Blindness immunity: +24% Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +27.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +42.00% Cut immunity: -25% Maximum vim: +20.00 Curse of Madness Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 20% Mag, 64% Cun, 24% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Curse of Madness Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
In off hand | ![]() Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 93% Wil, 0% Mag, 56% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +28 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +7 (+2 eff.) Mental crit. chance: +2% Light radius: +4 Infravision radius: +4 Curse of Nightmares It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 281.69 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +1 Cun Changes resistances penetration: +5% mind Changes damage: +3% mind Spell save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. |
Main armor | ![]() 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 Curse of Shrouds It can be used to activate talent Devouring Flame (costing 29 power out of 80/80) : Effective talent level: 3.6 Power cost: 29 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 42.69 fire damage in a radius of 4 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. This item has been sent to the Item's Vault. |
Inventory
![]() 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 804% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 351 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 41% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 501.67 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution 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. |
![]() blink rune (range 4; phase 11; cd 16) 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: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 11%, your defense is increased by 11 and all your resistances by 11%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Dexterity 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. |
![]() 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: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Willpower 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. |
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns (179 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 12 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1422% for 10 turns (410 total) and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength 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. |
![]() 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: 22 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 96 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 Willpower 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. |
![]() 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 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 106 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. 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. |
![]() gold ring of pilfering (Shrouds) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +12 Defense: +9 (+2 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.4 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 131% 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! |
![]() marksman's steel ring (Misfortune) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Curse of Misfortune Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Silence immunity: +20% Mana each turn: +0.16 Curse of Shrouds Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% acid Changes damage: +11% acid Curse of Corpses Rings make your fingers look great! |
![]() warrior's steel ring of light (+26%) (Nightmares) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +26% light Changes damage: +13% light Curse of Nightmares Rings make your fingers look great! |
![]() Requires: - Magic 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold Curse of Corpses The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 78% Cun, 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() Flashusher the ash longbow (Shrouds) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Firing range: +7 Travel speed: +200% Damage (Ranged): +19 fire When wielded/worn: Armour penetration: +1 Physical power: +5 (+2 eff.) Changes damage: +14% fire Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() mighty yew longbow of fire (Shrouds) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +11 fire When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +2 Str Changes damage: +15% fire Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() Cyryganne (Madness) (2-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 0% Mag, 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: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +4 Changes stats: +1 Str / +2 Dex / +2 Cun Changes resistances: +3% acid Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Physical save: +3 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Infravision radius: +3 Curse of Madness 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. |
![]() Nightmoon (Misfortune) (6-7 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +12 darkness / +8 blight When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +2 Cun Changes resistances: +3% darkness / +3% blight Changes damage: +9% mind Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune 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. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 0% Mag, 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: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour: +2 Changes resistances: +2% all Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Misfortune It can be used to activate talent Bloom Heal (costing 23 power out of 40/40) : Effective talent level: 1.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 36 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() harmonious vined mindstar (Shrouds) (5-6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 0% Mag, 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +3% nature Changes damage: +3% nature Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds 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. |
![]() Elithra (Madness) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Travel speed: +200% Damage (radius 2) on crit: +4 acid / +8 physical When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex / +1 Con Physical save: +3 (+1 eff.) Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
![]() cured leather sling (Shrouds) Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
![]() rough leather sling of fire (Misfortune) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +6 fire When wielded/worn: Changes damage: +8% fire Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
![]() Gonne the Purespiker (Shrouds) (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Dex / +3 Con Changes resistances: +6% nature Changes resistances penetration: +5% nature Changes damage: +15% lightning / +3% nature Talent granted: +1 Command Staff Life regen: +1.00 Psi when hit: +0.08 Spellpower: +10 (+3 eff.) Spell crit. chance: +2% See invisible: +12 Healing mod.: +11% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() ash magestaff 'Eilinidhethra' (Madness) (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag Changes damage: +15% arcane Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +6 (+3 eff.) Mana each turn: +0.12 Spellpower: +15 (+4 eff.) Spell crit. chance: +12% Damage Shield penetration: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Madness It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() ash magestaff (Nightmares) (15-18 power, 3 apr, lightning element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() ash starstaff (Nightmares) (15-18 power, 3 apr, temporal element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() cruel ash starstaff (Nightmares) (15-18 power, 3 apr, physical element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding yew vilestaff (Madness) (20-24 power, 4 apr, blight element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +20% blight Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +12 (+3 eff.) Spell crit. chance: +3% Healing mod.: +13% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() potent ash magestaff of fate (Misfortune) (17-20 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% arcane Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +5 (+2 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() surging ash vilestaff of fate (Nightmares) (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() yew magestaff of greater warding (Misfortune) (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Maximum wards: +3 cold Changes damage: +20% cold Talents granted: +1 Ward +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
![]() noble's rough leather belt (Nightmares) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +17% Summoned Reduced damage from: +15% Summoned Curse of Nightmares A belt that goes around your waist. |
![]() dreamer's woollen robe of blight (+10%) (Nightmares) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% blight / +14% darkness / +11% mind / +9% all Changes damage: +10% blight Physical save: +11 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +23 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven woollen robe of nature (+19%) (Shrouds) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +19% nature / +9% all Changes damage: +13% nature Mental save: +17 (+7 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of alchemy (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% acid / +11% physical / +10% fire / +11% cold / +9% all Changes damage: +7% acid / +5% physical / +5% fire / +5% cold Talent cooldown: Refit Golem (-3 turns) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() miner's pair of hardened leather boots of tirelessness (Shrouds) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Stamina each turn: +0.30 Maximum stamina: +10.00 Infravision radius: +1 Curse of Shrouds A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -8% Changes stats: +2 Str / +3 Dex / +3 Cun / +2 Con Maximum encumbrance: +50 Physical save: +13 (+3 eff.) Spellpower: +4 (+1 eff.) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() reinforced pair of rough leather boots of speed (Madness) (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +6% acid / +6% fire / +5% lightning / +6% cold Movement speed: +25% Curse of Madness A pair of boots made of leather. |
![]() linen wizard hat 'Elita' (Misfortune) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 6 mind Changes stats: +1 Cun Mental save: +6 (+3 eff.) Stamina each turn: +3.00 Mana each turn: +0.12 Equilibrium when hit: +0.12 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() miner's hardened leather cap of constitution (+4) (Shrouds) (0 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Con Infravision radius: +1 Curse of Shrouds A cap made of leather. |
![]() cured leather armour of cold resistance (Corpses) (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes resistances: +17% cold Curse of Corpses A suit of armour made of leather. |
![]() prismatic rough leather armour of lightning resistance (Misfortune) (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +15% lightning / +10% light / +11% darkness Curse of Misfortune A suit of armour made of leather. |
![]() rejuvenating hardened leather armour of acid resistance (Madness) (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes resistances: +17% acid Life regen: +2.00 Stamina each turn: +0.70 Curse of Madness A suit of armour made of leather. |
![]() rough leather armour of command (Misfortune) (8 def, 6 armour) Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Fatigue: +6% Changes stats: +2 Cun Mental save: +11 (+5 eff.) Curse of Misfortune A suit of armour made of leather. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Shrouds Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() mummy wrappings (Corpses) (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +7 (+2 eff.) Curse of Corpses Decaying mummy wrappings. |
![]() quiver of ash arrows 'Loamminister' (21/21, 20-28 power, 7 apr) Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 42% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 29% chance to slow global speed by 66% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 194 physical damage Travel speed: +200% Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +12 nature Arrows are used with bows to pierce your foes to death. |
![]() storming quiver of elm arrows of persecution (18/18, 15-21 power, 5 apr) Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 50% Mag, 42% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 Damage (Ranged): +14 lightning Damage (radius 2) on crit: +8 lightning Damage against: +9% Unnatural / +9% Unliving Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% 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 When used as an alchemist bomb: Bomb damage +15% 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Bomb damage +10% 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 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() iron pickaxe 'Bileoozer' (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Str Changes resistances: +12% acid / +3% temporal / +3% light / +6% fire / +10% nature Changes damage: +6% nature Spell save: +3 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() sapper's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% 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.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() brass lantern 'Gloomwake' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Wil Changes resistances: +6% blight / +3% darkness Changes damage: +6% mind Confusion immunity: +10% Only die when reaching: -40.00 life Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 17 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 40 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() Duathelquencher [power 170] (9 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 10 darkness Changes resistances: +6% darkness / +3% fire Changes damage: +6% blight It can be used to blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Gunydunamnir the Torchstrider [power 170] (9 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +15% fire Changes resistances penetration: +5% lightning Changes damage: +3% fire It can be used to sting an enemy dealing 187 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Gain a 13% chance to evade weapon attacks for 2 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Gorudan the ash wand of conjuration [power 160] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +3 Cun / +1 Mag Changes resistances: +5% arcane Reduces incoming crit damage: 5.00% See invisible: +3 It can be used to fire a magical bolt dealing 165 lightning damage Activation puts all charms on cooldown for 9 turns. When used: * Reduce 1 talent cooldowns by 2. 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: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns 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: 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% When used as an alchemist bomb: Lights terrain (power 10) 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 When used as an alchemist bomb: Bomb thrown range +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: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By OverCheater the Ogre Adventurer level 4
76th Pyre 122nd year of Ascendancy at 16:12 see stats
By OverCheater the Ogre Adventurer level 16
1st Mirth 122nd year of Ascendancy at 19:07 see stats
By OverCheater the Ogre Adventurer level 10
77th Pyre 122nd year of Ascendancy at 17:30 see stats
By OverCheater the Ogre Adventurer level 11
78th Pyre 122nd year of Ascendancy at 11:06 see stats
By OverCheater the Ogre Adventurer level 15
1st Mirth 122nd year of Ascendancy at 10:14 see stats
By OverCheater the Ogre Adventurer level 13
79th Pyre 122nd year of Ascendancy at 02:01 see stats
Log
OverCheater casts Extract Gems.
You extract aquamarine from steel plate armour (Nightmares) (0 def, 9 armour)
OverCheater casts Extract Gems.
You extract aquamarine from shocking steel shield (Madness) (0 def, 4 armour, 14-17 power, 38 block)
OverCheater casts Extract Gems.
You extract quartz from flaming pouch of dwarven-steel shots of accuracy (23/23, 33-40 power, 3 apr)
There is a way to the next level here (press '' or right click to use).
OverCheater deactivates Beyond the Flesh.
OverCheater activates Beyond the Flesh.
OverCheater deactivates Beyond the Flesh.
OverCheater activates Beyond the Flesh.
OverCheater deactivates Beyond the Flesh.
OverCheater activates Beyond the Flesh.
OverCheater deactivates Beyond the Flesh.
OverCheater activates Beyond the Flesh.
OverCheater deactivates Beyond the Flesh.
OverCheater activates Beyond the Flesh.
OverCheater deactivates Beyond the Flesh.
OverCheater activates Beyond the Flesh.
OverCheater deactivates Beyond the Flesh.
OverCheater activates Beyond the Flesh.
OverCheater deactivates Beyond the Flesh.
OverCheater activates Beyond the Flesh.
OverCheater deactivates Beyond the Flesh.
OverCheater activates Beyond the Flesh.
OverCheater vanishes from sight.