Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Mindstabber 1.2.5Adds a new Psionic class (since their numbers are few anyways) that is a combo of rouge, solipsist and mindslayer. Focus more on combat than staying in the back, but still has the capability to do so. Items Vault 1.3.0Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.2.4Official 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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 59 / 35% |
Size | big |
Lifes / Deaths | Killed by Eilinida the giant acid ant at level 34 on the 6th Flare 122nd year of Ascendancy at 08:32 / 18Killed by Eilinida the giant acid ant at level 34 on the 6th Flare 122nd year of Ascendancy at 08:51 Killed by Eilinida the giant acid ant at level 34 on the 6th Flare 122nd year of Ascendancy at 09:24 Killed by Beloyath the rogue at level 34 on the 6th Flare 122nd year of Ascendancy at 10:46 Killed by Bethema the snow giant boulder thrower at level 44 on the 10th Flare 122nd year of Ascendancy at 08:45 Killed by Bethema the snow giant boulder thrower at level 44 on the 10th Flare 122nd year of Ascendancy at 08:56 Killed by Bethema the snow giant boulder thrower at level 50 on the 1st Dusk 122nd year of Ascendancy at 05:23 Killed by war hound at level 57 on the 10th Dusk 122nd year of Ascendancy at 16:46 Killed by fire drake at level 58 on the 10th Dusk 122nd year of Ascendancy at 20:51 Killed by war hound at level 59 on the 11st Dusk 122nd year of Ascendancy at 11:52 Killed by Urosid the quasit at level 59 on the 11st Dusk 122nd year of Ascendancy at 12:17 Killed by Urosid the quasit at level 59 on the 11st Dusk 122nd year of Ascendancy at 12:41 Killed by Roagpy the dwarf at level 59 on the 15th Dusk 122nd year of Ascendancy at 21:49 Killed by Folek the dwarf at level 59 on the 15th Dusk 122nd year of Ascendancy at 22:06 Killed by Folek the dwarf at level 59 on the 15th Dusk 122nd year of Ascendancy at 22:22 Killed by Folek the dwarf at level 59 on the 15th Dusk 122nd year of Ascendancy at 22:56 Killed by Dormirns the halfling at level 59 on the 16th Dusk 122nd year of Ascendancy at 00:03 Killed by Roagpy the dwarf at level 59 on the 16th Dusk 122nd year of Ascendancy at 00:28 |
Primary Stats
Strength | 133 (base 69) |
Dexterity | 80 (base 69) |
Constitution | 94 (base 61) |
Magic | 31 (base 31) |
Willpower | 27 (base 15) |
Cunning | 68 (base 60) |
Resources
Life | 1752/1752 |
Stamina | 316/316 |
Paradox | 300 |
Healing Factor | 1 |
Regeneration | 10.925721723907 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -62.241253947413% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 2 |
See Stealth | 6 |
See Invisible | 7 |
Offense: Barehand
Damage | 169 |
Accuracy | 63 |
Crit Chance | 27% |
APR | 15 |
Speed | 0.60 |
Offense: Spell
Spellpower | 8.5 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 43.033333333333 |
Crit Chance | 32% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 22 (67.924528301887%) |
Defense | 48.395872493304 |
Ranged Defense | 48.395872493304 |
Fatigue | 0 |
Physical Save | 60.6125 |
Spell Save | 53.933333333333 |
Mental Save | 39.125 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 15% |
Confusion Resistance | 0% |
Fear Resistance | 0% |
Instadeath Resistance | 100% |
Poison Resistance | 29% |
Blind Resistance | 50% |
Inscriptions (5/5)
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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 531 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 157 with a minimum range of 15. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 332 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 373 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Finishing moves | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 0.90 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You failed to protect the injured seer from death by Xerygawe the large brown snake. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
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 gained talent category Spell / Divination (at mastery 0.80). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | active |
Equipment
On feet | pair of rough leather boots 'Noonjeer' (0 def, 6 armour) pair of rough leather boots 'Noonjeer' (0 def, 6 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +6 Fatigue: +1% Changes stats: +2 Str / +4 Dex / +3 Cun Changes resistances: +3% light Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+3 eff.) Stamina each turn: +0.60 Light radius: +1 Infravision radius: +2 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. Press to compare |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creaters are additionally dealt 143.03 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. You feel proud of having fulfilled this ancient duty. Press to compare |
On head | Bethutha (1 def, 0 armour) Bethutha (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +3 Wil Changes damage: +3% temporal Physical save: +6 (+2 eff.) Mental save: +12 (+4 eff.) Blindness immunity: +30% Cut immunity: +15% Confusion immunity: -20% Fear immunity: -20% Life regen: +1.90 Mental crit. chance: +5% Damage Shield Power: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 108 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... Press to compare |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 65 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. Press to compare |
On fingers | gladiator's gold ring of fire (+26%) gladiator's gold ring of fire (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +26% fire Changes damage: +13% fire Rings can have magical properties. Press to compare |
On fingers | savior's copper ring of perseverance savior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +8 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. Press to compare |
Around neck | cleansing gold amulet of dexterity (+7) cleansing gold amulet of dexterity (+7)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Dex Changes resistances: +19% nature / +22% blight Poison immunity: +29% Disease immunity: +31% Amulets can have magical properties. Press to compare |
Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 41.44 to 51.80 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. Press to compare |
Around waist | rough leather belt of the giants rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. Press to compare |
Light source | watchleader's brass lantern watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +20% Confusion immunity: +10% Light radius: +5 See stealth: +6 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 6 turns. The radius will increase with your Cunning. 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. Press to compare |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
movement infusion (300% speed; 5 turns) movement infusion (300% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (845% speed; 5 turns) movement infusion of the duelist (845% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 845% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (303 fire damage) heat beam rune of the duelist (303 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 302.84 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
heat beam rune of the psychic (123 fire damage) heat beam rune of the psychic (123 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 122.72 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 ability. |
heat beam rune of the wizard (170 fire damage) heat beam rune of the wizard (170 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 170.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 9 for 8 turns) invisibility rune (power 9 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 9) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (200 lightning damage) lightning rune (200 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 66.67 to 200.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
mindweaver's gold amulet of dexterity (+4) mindweaver's gold amulet of dexterity (+4)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Wil Mental save: +7 (+3 eff.) Confusion immunity: +13% Mindpower: +9 (+3 eff.) Amulets can have magical properties. Press to compare |
restful copper amulet of mastery (0.10 Technique / Mobility) restful copper amulet of mastery (0.10 Technique / Mobility)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Talent mastery: +0.10 Technique / Mobility Life regen: +0.90 Amulets can have magical properties. Press to compare |
gladiator's stralite ring gladiator's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +9 Str / +9 Con Rings can have magical properties. Press to compare |
rogue's gold ring rogue's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. Press to compare |
savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +9 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +9 (+3 eff.) Rings can have magical properties. Press to compare |
titan's steel ring of clarity titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. Press to compare |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+7 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 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. |
voratun dagger of crippling (39-50.7 power, 9 apr) voratun dagger of crippling (39-50.7 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +8.0% Sharp, short and deadly. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
dwarven-steel greatsword 'Giligosin' (35-56 power, 2 apr) dwarven-steel greatsword 'Giligosin' (35-56 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 36% chance to corrode armour * 25% chance to put talents on cooldown Damage (Melee): +8 blight / +19 temporal / +16 nature When wielded/worn: Changes resistances penetration: +27% acid Mental save: +6 (+2 eff.) Disarm immunity: +15% Confusion immunity: +5% Stun/Freeze immunity: +30% Life regen: +4.00 Massive two-handed swords. |
dwarven-steel greatsword 'Zorachak' (35-56 power, 2 apr) dwarven-steel greatsword 'Zorachak' (35-56 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +19 insidious poison / +13 darkness / +4 arcane / +10 mind Damage against: +16% Living When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances penetration: +15% blight Changes damage: +3% mind Spell save: +6 (+2 eff.) Mindpower: +2 (+1 eff.) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
Emelolaith (2.5-2.75 power, 13 apr, mind damage) Emelolaith (2.5-2.75 power, 13 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This natural frost should be returned to the wyrm. The natural wyrm seeks an element. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +5 Armour: +6 Damage when hit (Melee): 4 lightning / 7 physical / 4 acid / 3 fire / 3 cold / 7 ice Changes resistances: +3% lightning / +3% physical / +3% temporal / +9% cold / +4% fire / +3% nature / +3% acid Changes resistances penetration: +3% nature / +6% cold Changes damage: +3% nature / +7% cold Talent mastery: +0.10 Wild-gift / Harmony Maximum encumbrance: +20 Life regen: +0.20 Equilibrium when hit: +0.60 Only die when reaching: -40.00 life Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of frost (8.5-9.35 power, 24 apr, mind damage) creative thorny mindstar of frost (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Damage when hit (Melee): 5 ice Changes stats: +4 Cun Changes resistances: +5% cold Changes resistances penetration: +6% cold Changes damage: +7% cold Critical mult.: +10.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wrathful thorny mindstar (8-8.8 power, 24 apr, mind damage) wrathful thorny mindstar (8-8.8 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +3.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +10% 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. |
wyrm's pulsing mindstar of flames (13.5-14.85 power, 32 apr, nature damage) wyrm's pulsing mindstar of flames (13.5-14.85 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. The natural wyrm seeks an element. Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 lightning / 9 physical / 8 cold / 8 acid / 22 fire Changes resistances: +6% lightning / +6% physical / +25% fire / +9% cold / +9% acid Changes resistances penetration: +17% fire Changes damage: +17% fire Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gyrain the Moldfoe Gyrain the MoldfoeRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +4 nature When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Str / +2 Wil Changes resistances penetration: +14% physical Changes damage: +9% lightning / +49% physical / +9% nature Talents cooldown: Multishot (-4 turns) Steady Shot (-2 turns) Pinning Shot (-2 turns) Light radius: +1 Infravision radius: +2 See invisible: +3 Slings are used to hurl stones or metal shots at your foes. |
bloodlich's ash starstaff of fate (15-18 power, 3 apr, temporal element) bloodlich's ash starstaff of fate (15-18 power, 3 apr, temporal 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: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Cun / +3 Con Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +16.00% Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Vim when firing critical spell: +5.00 Maximum vim: +32.00 Maximum neg.energy: +27.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. Press to compare |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. Press to compare |
wanderer's pair of dwarven-steel boots of void walking (0 def, 4 armour) wanderer's pair of dwarven-steel boots of void walking (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Changes resistances: +20% darkness / +22% temporal Changes resistances penetration: +14% darkness / +13% temporal Physical save: +13 (+3 eff.) Mental save: +14 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +19% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Glarestriker the rough leather gloves (0 def, 1 armour) Glarestriker the rough leather gloves (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +8.0% Armour: +1 Damage (Melee): 6 blight Damage when hit (Melee): 4 light Changes stats: +1 Cun / +3 Wil Changes resistances: +6% blight Changes damage: +4% blight / +3% light Critical mult.: +11.00% Mental save: +10 (+4 eff.) Mana each turn: +0.15 Spellpower: +5 (+1 eff.) Spell crit. chance: +11% Mental crit. chance: +7% When used to modify unarmed attacks: Base power: 12.5 - 13.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 167% When this weapon hits: Soul Rot (20% chance level 1). When this weapon hits: Elemental bolt (10% chance level 1). When this weapon crits: Cripple (20% chance level 1). Damage (Melee): +5 arcane Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +6 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 167% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. Press to compare |
Greenpanic the hardened leather cap (0 def, 3 armour) Greenpanic the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +5 Wil / +10 Lck Changes resistances: +15% mind / +9% physical Changes resistances penetration: +5% nature / +15% mind Changes damage: +9% nature / +12% mind Physical save: +10 (+2 eff.) Stamina when hit: +4.20 Equilibrium when hit: +3.40 Spell crit. chance: +4% Mental crit. chance: +5% A cap made of leather. Press to compare |
Beolen (2 def, 12 armour) Beolen (2 def, 12 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +19% Effects on melee hit: * 31% chance to disease Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 9 acid / 10 fire / 8 temporal Changes stats: +6 Con Changes resistances: +27% acid / +7% physical / -12% light / +24% lightning / +27% fire / +30% cold / +7% darkness Changes resistances penetration: +5% blight / +5% arcane Allows you to breathe in: water Critical mult.: +10.00% Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% A suit of armour made of mail. Press to compare |
tempestuous drakeskin leather armour of Eyal (21 def, 8 armour) tempestuous drakeskin leather armour of Eyal (21 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +21 (+10 eff.) Ranged Defense: +14 (+5 eff.) Fatigue: +8% Damage (Melee): 9 lightning Damage (Ranged): 9 lightning Changes resistances: +27% lightning / +22% cold Life regen: +2.70 Maximum life: +86.00 Healing mod.: +30% A suit of armour made of leather. Press to compare |
Turoneg the dwarven-steel plate armour (5 def, 24 armour) Turoneg the dwarven-steel plate armour (5 def, 24 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +24 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 13 physical Changes stats: +1 Str / +2 Con Changes resistances: +20% cold / +7% physical Changes damage: +3% blight Reduces incoming crit damage: 10.00% Physical save: +16 (+4 eff.) Healing mod.: +15% A suit of armour made of metal plates. Press to compare |
aquamarine aquamarine0.00 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. Press to compare |
dwarven-steel pickaxe (dig speed 28 turns) dwarven-steel pickaxe (dig speed 28 turns)3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
emerald emerald0.00 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.72 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.72 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. Press to compare |
scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Mental save: +7 (+3 eff.) Light radius: +2 See stealth: +5 See invisible: +7 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. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Ulakalthonarirand [power 209] (31 cooldown) Ulakalthonarirand [power 209] (31 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +6% blight / +3% temporal / +6% arcane / +3% acid Changes damage: +3% arcane Spell save: +20 (+7 eff.) Blindness immunity: +30% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 209 for 7 turns, putting all charms on cooldown for 31 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
iron torque of thermal psionic shield 'Bregichak' [power 25] (20 cooldown) iron torque of thermal psionic shield 'Bregichak' [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +6 (+1 eff.) Changes stats: +4 Str Maximum wards: +2 physical / +2 mind / +2 darkness Talent cooldown: Silence (+5 turn) Talents granted: +1 Ward +2 Silence Maximum encumbrance: +10 Physical save: +3 (+1 eff.) Life regen: +0.40 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. Press to compare |
telekinetic dwarven-steel torque of kinetic psionic shield [power 67] (20 cooldown) telekinetic dwarven-steel torque of kinetic psionic shield [power 67] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 67 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
forceful yew totem of cure ailments [power 2] (10 cooldown) forceful yew totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. Press to compare |
yew totem of cure ailments 'Lisenne' [power 6] (22 cooldown) yew totem of cure ailments 'Lisenne' [power 6] (22 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Armour: +2 Changes stats: +5 Dex Changes resistances: +6% nature Maximum wards: +4 acid / +4 nature / +4 light Talents granted: +7 Rushing Claws +1 Ward +4 Lay Web Reduces incoming crit damage: 10.00% Spell save: +6 (+2 eff.) Poison immunity: +15% Pinning immunity: +10% Stun/Freeze immunity: +5% It can be used to remove up to 6 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
yew totem of healing [power 140] (20 cooldown) yew totem of healing [power 140] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal a target within range 7 (Willpower) for 140, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
zircon zircon0.00 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 Bruiser the Cornac Brawler level 47
10th Flare 122nd year of Ascendancy at 15:09 see stats
By Bruiser the Cornac Brawler level 19
7th Mirth 122nd year of Ascendancy at 05:54 see stats
By Bruiser the Cornac Brawler level 10
77th Pyre 122nd year of Ascendancy at 22:17 see stats
By Bruiser the Cornac Brawler level 20
4th Flare 122nd year of Ascendancy at 20:43 see stats
By Bruiser the Cornac Brawler level 30
5th Flare 122nd year of Ascendancy at 21:33 see stats
By Bruiser the Cornac Brawler level 40
10th Flare 122nd year of Ascendancy at 03:31 see stats
By Bruiser the Cornac Brawler level 50
1st Dusk 122nd year of Ascendancy at 04:25 see stats
By Bruiser the Cornac Brawler level 54
10th Dusk 122nd year of Ascendancy at 14:35 see stats
By Bruiser the Cornac Brawler level 19
4th Mirth 122nd year of Ascendancy at 00:33 see stats
Log
Ran for 2 turns (stop reason: hostile spotted to the west (Roagpy the dwarf's Steady Shot)).
You twist your body in complex ways mitigating the blow by 132.
Roagpy the dwarf's Steady Shot hits Bruiser for 341 physical, 12 lightning (353 total damage).
Roagpy the dwarf uses Bull Shot.
Roagpy the dwarf performs a ranged critical strike against Bruiser!
Bruiser shrugs off the critical damage!
You twist your body in complex ways mitigating the blow by 138.
Roagpy the dwarf's Bull Shot hits Bruiser for 356 physical, 12 lightning (368 total damage).
Ran for 2 turns (stop reason: hostile spotted to the west (Roagpy the dwarf)).
Roagpy the dwarf uses Dirty Fighting.
Roagpy the dwarf performs a melee critical strike against Bruiser!
Bruiser resists the stun and Roagpy the dwarf quickly regains its footing!
Roagpy the dwarf hits Bruiser for 10 physical damage.
Bruiser raises their leg and snaps it downward in a devastating axe kick.
Bruiser slows down.
Roagpy the dwarf intercepts the attack!
Bruiser speeds up.
Bruiser slows down.
Roagpy the dwarf's Intuitive Shots hits Bruiser for 224 physical damage.
Bruiser the level 59 cornac brawler was ground to death by Roagpy the dwarf on level 1 of Ambush!.
Bruiser is not silenced anymore.
The smoke around Bruiser dissipate.
Bruiser is no longer poisoned.
Bruiser has finished recovering.
Bruiser is not cripple anymore.
Bruiser stops regenerating health quickly.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.