Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Thalore |
Class | Demonologist |
Level / Exp | 50 / 1140% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 201.8 (base 66) |
Dexterity | 218.8 (base 60) |
Constitution | 148 (base 21) |
Magic | 217.8 (base 60) |
Willpower | 159 (base 23) |
Cunning | 167 (base 9) |
Resources
Mana | 540/1039 |
Equilibrium | 4220 |
Vim | 253/257 |
Life | 2196/2196 |
Positive | 0/157 |
Stamina | 291/576 |
Healing Factor | 2.0509433962264 |
Regeneration | 32.097264150943 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +118.72307323196% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 14 |
See Stealth | 25 |
See Invisible | 30 |
Offense: Mainhand
Damage | 262 |
Accuracy | 107 |
Crit Chance | 121% |
APR | 56 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 102 |
Crit Chance | 57% |
Speed | 1 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 65% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 191.3129356254 (100%) |
Defense | 71 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 87 |
Spell Save | 81 |
Mental Save | 87 |
Defense: Resistances
All | + 28%( 75%) |
Defense: Immunities
Pinning Resistance | 25% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Silence Resistance | 28% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 151% efficiency and cooldown mod of 50%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 328% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 517 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 37 for 13 turns. While Heroism is active, you will only die when reaching -1439 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 36 for 13 turns. While Heroism is active, you will only die when reaching -1525 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Corruption / Infernal combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Doom shield | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Corruption / Demonic pact | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Black-magic | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Osmosis Shield |
talent | Chant of Fortitude |
talent | Overkill |
talent | Flame of Urh'Rok |
talent | Precise Strikes |
talent | Willful Tormenter |
talent | Elemental Harmony |
talent | Hardened Core |
talent | Premonition |
beneficial effect | All stats increased by 100. Pain Enhancement System |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases life regen by 15.00. Elemental Harmony |
beneficial effect | Increases your three highest stats by 32 and keeps you from dying even if your life drops to -1391. Heroism |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
beneficial effect | You regenerate a total of 0.00 life over the duration of the effect. Osmosis Regeneration |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by xorn. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by giant fire ant. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 249. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within15 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Physical save: +15 (+3 eff.) Pinning immunity: +25% Knockback immunity: +125% Teleport immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | Frozen Shards (25/25, 32-38.4 power, 15 apr) Frozen Shards (25/25, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Light source | ptd ptd Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 20 blight Changes resistances: +15% darkness Changes resistances penetration: +15% mind / +5% darkness / +15% all Changes damage: +21% mind / +25% darkness / +15% light Damage affinity(heal): +5% light Mental save: +14 (+2 eff.) Light radius: +9 Infravision radius: +10 See stealth: +25 See invisible: +30 It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 102.17 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Blindvault the drakeskin leather cap (0 def, 5 armour) Blindvault the drakeskin leather cap (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% * 15% chance to blind Damage when hit (Melee): 8 light / 8 nature Changes stats: +17 Str / +7 Wil / +10 Cun Changes resistances: +13% lightning / +15% physical / +5% arcane / +15% temporal Changes resistances penetration: +5% nature Changes damage: +3% arcane / +3% light Physical save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Light radius: +1 A cap made of leather. |
On hands | drakeskin leather gloves 'Zanekor' (0 def, 3 armour) drakeskin leather gloves 'Zanekor' (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +24 Armour: +3 Damage (Melee): 17 darkness Changes stats: +17 Dex / +2 Wil / +14 Cun Changes resistances: +13% darkness Changes resistances penetration: +10% arcane Changes damage: +12% blight / +9% darkness / +3% arcane Talent granted: +5 Iron Grip Disarm immunity: +100% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +2 (+0 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Hettefast (dig speed 22 turns) Hettefast (dig speed 22 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 blight Changes stats: +8 Str / +2 Dex / +5 Wil Changes resistances: +3% blight Changes damage: +6% blight Reduces incoming crit damage: 15.00% Mental crit. chance: +9% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gold ring 'Blazeblur' gold ring 'Blazeblur' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes stats: +6 Str / +7 Con Changes resistances: +24% acid / +22% cold / +9% nature Changes damage: +12% acid / +11% cold Spell save: +6 (+1 eff.) Vim each turn: +0.00 Vim when hit: +0.00 Vim when hitting in melee: +3.00 Rings can have magical properties. |
On fingers | voratun ring 'Isluldakira' voratun ring 'Isluldakira' Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +16 Cun / +14 Mag Critical mult.: +6.00% Physical save: +6 (+1 eff.) Silence immunity: +28% Life regen: +0.40 Mana each turn: +0.37 Vim when hit: +2.00 Only die when reaching: -40.00 life Spellpower: +25 (+4 eff.) Mental crit. chance: +3% Healing mod.: +10% Rings can have magical properties. |
Around neck | stralite amulet 'Urthedar' stralite amulet 'Urthedar'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +5 Defense: +8 (+2 eff.) Damage (Melee): 9 light / 13 darkness Effects when hit in melee: * 5% chance to inflict 15% damage reduction * 9% chance to blind Changes stats: +1 Con Changes resistances cap: +5% all Changes resistances penetration: +10% temporal Changes damage: +3% physical / +8% light / +8% blight / +9% fire / +7% darkness Critical mult.: +19.00% Physical save: +11 (+2 eff.) Maximum stamina: +5.00 Spellpower: +9 (+1 eff.) Amulets can have magical properties. |
In main hand | crit this d (45-63 power, 6 apr) crit this d (45-63 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +30 cold / +20 mind / +4 physical When wielded/worn: Armour penetration: +11 Physical crit. chance: +28.0% Physical power: +19 (+4 eff.) Changes stats: +3 Cun Changes resistances penetration: +15% mind Talent granted: +5 Corrosive Cone Critical mult.: +20.00% Mental save: +9 (+1 eff.) Psi when hit: +0.08 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters |
In off hand | Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block) Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Accuracy bonus: +2.5% procs dam / acc Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+1 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
Cloak | elven-silk cloak 'Scorchweeper' (13 def, 0 armour) elven-silk cloak 'Scorchweeper' (13 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +29 (+5 eff.) Defense: +13 (+3 eff.) Fatigue: -10% Changes stats: +3 Mag / +7 Wil Changes resistances: +30% lightning / +27% fire / +21% light Stealth bonus: +13 Spell save: +20 (+4 eff.) Stun/Freeze immunity: +50% Maximum life: +80.00 Maximum mana: +20.00 Maximum stamina: +19.00 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 23 Armour, 34 Defense and your attacks will gain 54% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
medical injector implant of the warrior (efficiency 303% / cooldown 97%) medical injector implant of the warrior (efficiency 303% / cooldown 97%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 303% efficiency and cooldown mod of 97%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 24) steam generator implant of the titan (steam 24)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 23.7 steam per turn. Can be activated for an instant burst of 118 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 119.67 physical damage and 252.74 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+35 for 9 turns, die at -1401) heroism infusion of the warrior (+35 for 9 turns, die at -1401)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: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 35 for 9 turns. While Heroism is active, you will only die when reaching -1401 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 ability. |
wild infusion of the warrior (resist 40%; cure mental, magical) wild infusion of the warrior (resist 40%; cure mental, magical)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: 15 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 or magical effect and reduce all damage taken by 40% for 7 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
Rune of Reflection (absorb and reflect 1189 for 5 turns) Rune of Reflection (absorb and reflect 1189 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1189 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
acid wave rune of the titan (424 acid damage; disarm 5 turns with power 79) acid wave rune of the titan (424 acid damage; disarm 5 turns with power 79)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 424.22 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 79 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
phase door rune of the wizard (range 23; power 69; dur 4) phase door rune of the wizard (range 23; power 69; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 69%, your defense is increased by 69 and all your resistances by 69%. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Cherarim the Dimwire Cherarim the DimwireCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Changes resistances: +6% blight / +9% darkness Critical mult.: +12.00% Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
protective voratun amulet of the eclipse protective voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Damage (Melee): 13 light / 14 darkness Effects when hit in melee: * 13% chance to inflict 15% damage reduction * 10% chance to blind Changes resistances cap: +5% all Changes damage: +8% light / +15% darkness Physical save: +18 (+4 eff.) Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +4 Cun / +4 Con Life regen: +0.40 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Beurefast the voratun ring Beurefast the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Armour: +20 Fatigue: -4% Changes stats: +10 Str Physical save: +26 (+5 eff.) Stamina each turn: +0.40 Rings can have magical properties. |
Bloombreak the copper ring Bloombreak the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 30 arcane resource burn Changes stats: +3 Str Changes damage: +3% nature Vim when hit: +0.00 Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Elinor ElinorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 blight / 4 acid Changes resistances: +3% blight Changes damage: +9% blight Stun/Freeze immunity: +25% Life regen: +0.80 Rings can have magical properties. |
Emeliriasewyn the gold ring Emeliriasewyn the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +9% temporal Spell save: +3 (+0 eff.) Stun/Freeze immunity: +32% Life regen: +1.70 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
Isloribeth IsloribethPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 37% chance to cause random gloom Damage (Melee): 44 bleed Effects on ranged hit: * 39% chance to cause random gloom Damage (Ranged): 39 bleed Damage when hit (Melee): 8 blight Changes stats: +17 Cun / +2 Mag Changes resistances: +3% temporal Changes resistances penetration: +10% blight Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Silence immunity: +50% Mana each turn: +0.40 Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +6.00 Maximum hate: +24.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Velekira the Cindersting Velekira the CinderstingInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 4 fire Changes stats: +4 Con Critical mult.: +3.00% Physical save: +33 (+7 eff.) Vim when hit: +0.00 Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 296.26 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
conjurer's gold ring of misery conjurer's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +5 Mag / +6 Wil / +3 Cun Vim when hit: +0.00 Vim when hitting in melee: +0.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Spellpower: +5 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
gold ring 'Strikewire' gold ring 'Strikewire'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +1 Con Changes resistances penetration: +5% light / +5% physical Maximum encumbrance: +20 Life regen: +2.20 Maximum life: +70.00 Maximum stamina: +5.00 Healing mod.: +22% Rings can have magical properties. |
psionicist's copper ring of perseverance psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+1 eff.) Stun/Freeze immunity: +23% Life regen: +1.10 Rings can have magical properties. |
rogue's copper ring of fire (+22%) rogue's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
savage's gold ring of perseverance savage's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+2 eff.) Stun/Freeze immunity: +29% Life regen: +1.90 Maximum stamina: +20.00 Rings can have magical properties. |
steel ring 'Dairidur' steel ring 'Dairidur'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +6% temporal Reduces incoming crit damage: 10.00% Physical save: +35 (+7 eff.) Mental save: +6 (+1 eff.) Silence immunity: +5% Vim when hit: +0.00 Rings can have magical properties. |
steel ring 'Poletha' steel ring 'Poletha'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +2% physical Physical save: +12 (+2 eff.) Disarm immunity: +30% Pinning immunity: +32% Stun/Freeze immunity: +5% Knockback immunity: +29% Only die when reaching: -80.00 life Maximum life: +32.00 Rings can have magical properties. |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Vim when hit: +0.00 Vim when hitting in melee: +0.00 Rings can have magical properties. |
titan's stralite ring of speed titan's stralite ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +11 (+3 eff.) Changes stats: +6 Con Physical save: +12 (+2 eff.) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.2 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Brightslice' voratun ring 'Brightslice'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 40 arcane resource burn * Slows global speed by 15% Changes resistances: +9% blight / +40% cold Changes damage: +6% fire / +20% cold Rings can have magical properties. |
warrior's copper ring of time (+10%) warrior's copper ring of time (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +10% temporal Changes damage: +10% temporal Vim when hit: +0.00 Rings can have magical properties. |
warrior's gold ring of tenacity warrior's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Disarm immunity: +22% Pinning immunity: +25% Knockback immunity: +24% Maximum life: +25.00 Rings can have magical properties. |
warrior's steel ring of lightning (+24%) warrior's steel ring of lightning (+24%)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: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
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 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 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. |
Sawrd (30-48 power, 19 apr) Sawrd (30-48 power, 19 apr)Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+4 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+3 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
dragonbone longbow 'Venomresolve' dragonbone longbow 'Venomresolve'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +20 cold Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +2 nature When wielded/worn: Ammo reloads per turn: +4 Changes stats: +2 Str / +10 Mag / +1 Wil / +1 Cun Changes resistances penetration: +10% temporal / +33% physical Changes damage: +21% cold / +14% physical / +9% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Infravision radius: +2 Damage Shield penetration: +42% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +0 light / +0 fire Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light / +0% fire Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 679.10 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 32 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Glowbrawn the dwarven-steel longsword (22.5-31.5 power, 4 apr) Glowbrawn the dwarven-steel longsword (22.5-31.5 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 19% chance to cause random gloom Damage (Melee): +8 acid / +14 mind / +4 light Burst (radius 1) on hit: +4 acid When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +9% light Changes damage: +6% light Sharp, long, and deadly. |
voratun longsword of crippling (43.5-60.9 power, 6 apr) voratun longsword of crippling (43.5-60.9 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Mana each turn: +0.00 Sharp, long, and deadly. |
Chalerach the Kindleblow (16-17.6 power, 40 apr, nature damage) Chalerach the Kindleblow (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +36 acid / +8 fire When wielded/worn: Damage when hit (Melee): 10 lightning / 8 physical / 10 fire / 9 acid / 8 cold Changes resistances: +9% lightning / +9% physical / +9% cold / +24% fire / +10% acid Changes resistances penetration: +5% acid Changes damage: +15% fire Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +4.00 Psi per kill: +5.00 Mindpower: +21 (+4 eff.) Mental crit. chance: +5% It can be used to inflict 216.32 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gunalar the Brightoblivion (16.5-18.15 power, 40 apr, nature damage) Gunalar the Brightoblivion (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This purifying mindstar will cleanse other mindstars. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 41% chance to blind Effects when hit in melee: * 14 arcane resource burn Changes stats: +7 Cun Changes resistances: +10% arcane Changes resistances penetration: +10% fire / +10% arcane / +10% light Changes damage: +22% lightning / +39% fire / +5% arcane / +22% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Critical mult.: +17.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 27 cooldown : Effective talent level: 5.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
reinforced leather sling 'Arubremira' reinforced leather sling 'Arubremira'Requires: - Dexterity 35 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 On weapon hit: * 20% chance to cause random gloom * 29% chance to daze at end of turn On weapon crit: * silences the target Damage (Ranged): +21 nature When wielded/worn: Changes stats: +8 Str / +8 Dex / +7 Mag / +11 Wil / +8 Cun / +8 Con Changes resistances: +6% acid Changes resistances penetration: +26% lightning / +13% nature / +5% acid Light radius: +1 Infravision radius: +3 See invisible: +9 Slings are used to hurl stones or metal shots at your foes. |
The Long-Arm The Long-ArmRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Attack speed: 67% Dam. multiplier: 250% Firing range: +10 Travel speed: +600% Shots beam through all targets. Attacks use: 6.0 Steam Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%, costing 18 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
Dethzaw (40-60 power, 27 apr) Dethzaw (40-60 power, 27 apr)Requires: - Strength 32 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 110% Str Damage type: Fire Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +27 Crit. chance: +6.0% Attack speed: 100% Block value: +80 On weapon crit: * deal a melee attack against all other enemies in a circle around you Attacks use: 1.0 Steam When wielded/worn: Armour: +15 Defense: +12 (+3 eff.) Fatigue: +9% Changes stats: +8 Cun / +10 Str Talent mastery: +0.30 Steamtech / Sawmaiming Talent granted: +3 Block Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
Umbraparry (39.5-59.25 power, 25 apr) Umbraparry (39.5-59.25 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +102 On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +10% Damage (Melee): +14 acid Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +20 fire / +4 darkness / +16 temporal When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 19 temporal / 38 fire / 20 mind / 8 darkness Changes stats: +6 Str / +1 Con Changes resistances: +20% fire / +19% temporal Talent granted: +3 Block Critical mult.: +3.00% Mental save: +30 (+6 eff.) Psi when hit: +0.08 Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (510) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Natureshear (34.5-48.3 power, 5 apr) Natureshear (34.5-48.3 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 5% chance to disease * Slows global speed by 20% * 25% chance to put talents on cooldown Damage (Melee): +9 blight / +8 nature / +13 temporal Burst (radius 2) on crit: +4 nature When wielded/worn: Damage when hit (Melee): 4 nature / 5 temporal Changes resistances: +6% nature / +8% temporal Changes damage: +3% arcane Disease immunity: +16% One-handed war axes. |
Saliriba SaliribaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +7 Cun / +8 Lck Changes resistances: +5% arcane Grants telepathy: Dragon Trap disarming bonus: +10 Stealth bonus: +10 Infravision radius: +5 A belt that goes around your waist. |
blurring hardened leather belt of the vagrant blurring hardened leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Changes stats: +3 Con Stealth bonus: +7 Mental save: +8 (+1 eff.) Mindpower: +6 (+1 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Cloudoracle' drakeskin leather belt 'Cloudoracle'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes stats: +6 Dex / +6 Cun / +6 Con / +10 Lck Changes resistances: +15% lightning / +15% temporal / +12% light Changes damage: +9% lightning Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +15 (+3 eff.) Mental save: +14 (+2 eff.) Mindpower: +20 (+4 eff.) Light radius: +2 Infravision radius: +6 A belt that goes around your waist. |
Miregrinder (2 def, 0 armour) Miregrinder (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +6 Defense: +2 (+0 eff.) Fatigue: -8% Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Cun / +3 Dex Changes resistances: +3% acid / +0% lightning / +6% darkness / +3% nature Physical save: +7 (+1 eff.) Spell save: +25 (+5 eff.) Mental save: +7 (+1 eff.) Stun/Freeze immunity: +0% Only die when reaching: -50.00 life Maximum life: +55.00 Maximum stamina: +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ragyharalach (14 def, 2 armour) Ragyharalach (14 def, 2 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +14 (+3 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +9% lightning / +38% fire / +29% light / +3% darkness Stealth bonus: +16 Spell save: +3 (+0 eff.) Blindness immunity: +5% Cut immunity: +5% Stun/Freeze immunity: +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Venomhack (1 def, 6 armour) Venomhack (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 nature Changes resistances: +3% acid / +11% cold / +9% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of the hunter (3 def, 0 armour) restorative elven-silk cloak of the hunter (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +24 (+4 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes resistances: +17% nature / +20% blight Life regen: +2.30 Maximum life: +94.00 Maximum stamina: +25.00 Healing mod.: +23% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Ragydustir (0 def, 3 armour) Ragydustir (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +5 Con Changes resistances: +9% lightning / +8% temporal Changes damage: +15% physical Stealth bonus: +0 Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Only die when reaching: -80.00 life Maximum stamina: +15.00 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Scorpionjustice the pair of iron boots (12 def, 3 armour) Scorpionjustice the pair of iron boots (12 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Fatigue: +2% Changes damage: +6% nature Spell save: +6 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 84 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Silariawe the pair of drakeskin leather boots (0 def, 7 armour) Silariawe the pair of drakeskin leather boots (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +7 Fatigue: +5% Effects on melee hit: * 20% chance to disease Changes stats: +12 Cun / +11 Con Changes resistances: +6% acid / +2% physical / +6% mind Changes resistances penetration: +13% physical Changes damage: +6% acid / +3% blight Physical save: +48 (+10 eff.) Mental save: +40 (+8 eff.) Blindness immunity: +10% Silence immunity: +5% A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of dwarven-steel boots 'Shimmerbraze' (0 def, 10 armour) pair of dwarven-steel boots 'Shimmerbraze' (0 def, 10 armour)Requires: - Talent 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: +10 Fatigue: +3% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +2 Mag / +4 Wil Changes resistances: +8% acid / +9% blight / +7% fire / +10% cold / +8% lightning Changes resistances penetration: +5% lightning Silence immunity: +31% Confusion immunity: +34% Stun/Freeze immunity: +26% It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 23 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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% 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. |
Ragalar the dwarven-steel gauntlets (0 def, 13 armour) Ragalar the dwarven-steel gauntlets (0 def, 13 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +13 Armour Hardiness: +8% Damage (Melee): 5 mind Changes stats: +4 Str / +5 Con Changes resistances: +7% mind / +6% physical Changes resistances penetration: +5% blight Changes damage: +5% mind Spell save: +12 (+2 eff.) Disarm immunity: +0% Mana when firing critical spell: +2.00 Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's voratun gauntlets of the iron hand (0 def, 3 armour) alchemist's voratun gauntlets of the iron hand (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 5 acid / 7 fire / 7 cold / 6 lightning Changes stats: +3 Str / +4 Mag / +7 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +36% Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Gleamjeer' (0 def, 3 armour) drakeskin leather gloves 'Gleamjeer' (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +13 Armour: +3 Damage (Melee): 19 light Changes stats: +5 Str / +7 Dex / +3 Wil / +9 Cun / +4 Con Changes resistances: +14% light Changes damage: +7% light / +9% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +38% Light radius: +1 It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betydhelle the Searthorn (0 def, 3 armour) Betydhelle the Searthorn (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 fire Changes stats: +5 Str / +6 Dex Changes resistances: +7% blight / +9% cold / +7% darkness / +7% fire Changes resistances penetration: +5% blight Changes damage: +3% fire Spell save: +10 (+2 eff.) Mental save: +7 (+1 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Ivekira the drakeskin leather cap (0 def, 5 armour) Ivekira the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +17 Lck / +1 Dex Changes resistances: +22% mind / +3% nature Critical mult.: +6.00% Physical save: +25 (+5 eff.) Mental save: +36 (+7 eff.) Confusion immunity: +44% Life regen: +0.40 Hate when firing a critical mind attack: +3.00 Spell crit. chance: +6% Mental crit. chance: +7% A cap made of leather. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 14 power out of 15/15) : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Xidatha the dwarven-steel helm (0 def, 4 armour) Xidatha the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Cun / +1 Str Changes resistances: +3% lightning / +12% fire / +7% nature Spell save: +6 (+1 eff.) Mental save: +0 (+0 eff.) Silence immunity: +0% Maximum life: +43.00 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather hat 'Issugadan' (0 def, 5 armour) drakeskin leather hat 'Issugadan' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Changes stats: +6 Str / +0 Cun / +5 Con / +16 Lck Changes resistances: +14% fire / +15% mind / +15% cold Changes damage: +12% mind Physical save: +13 (+3 eff.) Mental save: +14 (+2 eff.) Spell crit. chance: +7% Mental crit. chance: +7% It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
insulating dwarven-steel helm of constitution (+4) (0 def, 4 armour) insulating dwarven-steel helm of constitution (+4) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con Changes resistances: +8% fire / +8% cold Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
searing voratun mail armour of thunder (5 def, 10 armour) searing voratun mail armour of thunder (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +19 (+4 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage (Melee): 19 acid / 17 fire Damage when hit (Melee): 12 acid / 13 fire Changes stats: +7 Str / +5 Mag / +6 Wil Changes resistances: +13% lightning / +19% fire / +25% acid Spellpower: +16 (+3 eff.) Spell crit. chance: +6% Mindpower: +23 (+5 eff.) Mental crit. chance: +7% A suit of armour made of mail. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 11 power out of 16/16) : Effective talent level: 4.0 Power cost: 11 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 286.18 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Brightpride (4 def, 14 armour) Brightpride (4 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +14 Armour Hardiness: +0% Defense: +4 (+1 eff.) Fatigue: +16% Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 10 acid / 9 fire Changes stats: +0 Str / +0 Mag Changes resistances: +10% acid / +19% fire Changes resistances penetration: +10% physical Physical save: +7 (+1 eff.) Life regen: +1.50 Maximum life: +57.00 Healing mod.: +30% A suit of armour made of metal plates. |
Glittermark (9 def, 34 armour) Glittermark (9 def, 34 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +34 Defense: +9 (+2 eff.) Fatigue: +41% Effects on melee hit: * 15% chance to blind Damage (Melee): 21 acid / 11 fire Damage when hit (Melee): 23 acid / 14 fire Changes stats: +9 Con Changes resistances: +47% acid / +42% fire / -20% light / +8% darkness Changes resistances penetration: +5% light Physical save: +9 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +9 (+1 eff.) A suit of armour made of metal plates. |
Glowpulverizer (9 def, 14 armour) Glowpulverizer (9 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +9 (+2 eff.) Fatigue: +22% Changes stats: +1 Str / +2 Cun / +2 Con Changes resistances: +7% acid / +8% physical / +6% cold / +6% lightning / +8% fire Changes resistances penetration: +10% light / +15% mind Talent cooldown: Rush (-5 turns) Mental save: +12 (+2 eff.) Disarm immunity: +22% Stun/Freeze immunity: +23% Knockback immunity: +26% Life regen: +2.30 Stamina each turn: +0.70 A suit of armour made of metal plates. |
hardened voratun plate armour of Eyal (9 def, 25 armour) hardened voratun plate armour of Eyal (9 def, 25 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +9 (+2 eff.) Fatigue: +26% Changes resistances: +10% acid / +10% physical / +8% fire / +10% lightning / +9% cold Life regen: +3.20 Maximum life: +59.00 Healing mod.: +20% A suit of armour made of metal plates. |
hardened voratun plate armour of Eyal (9 def, 24 armour) hardened voratun plate armour of Eyal (9 def, 24 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +9 (+2 eff.) Fatigue: +26% Changes resistances: +9% acid / +7% physical / +9% fire / +12% lightning / +7% cold Life regen: +3.00 Maximum life: +76.00 Healing mod.: +21% A suit of armour made of metal plates. |
voratun plate armour 'Scabpierce' (24 def, 23 armour) voratun plate armour 'Scabpierce' (24 def, 23 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +3.0% Armour: +23 Defense: +24 (+6 eff.) Fatigue: +26% Damage when hit (Melee): 14 light Changes stats: +5 Wil / +6 Cun / +1 Con Changes resistances: +26% acid / +30% darkness / +24% blight Changes resistances penetration: +10% nature Physical save: +23 (+5 eff.) Mental save: +25 (+5 eff.) Stamina each turn: +0.60 Only die when reaching: -80.00 life Light radius: +2 A suit of armour made of metal plates. |
Blightstopper (18 def, 12 armour, 52-62.4 power, 240 block) Blightstopper (18 def, 12 armour, 52-62.4 power, 240 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+4 eff.) Disease immunity: +60% It can be used to purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 22 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Strikeusher the voratun shield (12 def, 3 armour, 65-78 power, 201.5 block) Strikeusher the voratun shield (12 def, 3 armour, 65-78 power, 201.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.0 - 78.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +202 On weapon hit: * 20% chance to daze at end of turn * reduce the cooldown of your ward talent by 1 Damage (Melee): +16 lightning Burst (radius 2) on crit: +8 temporal When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to daze at end of turn Effects when hit in melee: * 20% chance to daze at end of turn Changes stats: +6 Dex Changes resistances: +50% lightning Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +5 cold Changes resistances penetration: +5% lightning / +15% temporal Changes damage: +3% lightning Talents granted: +5 Blood Shield +5 Block +1 Ward Handheld deflection devices. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+3 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 136.90 to 171.13 light damage (based on Willpower and Cunning), costing 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+5 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Changes resistances: +0% physical / +0% fire Reduce damage by fixed amount: +0 physical / +0 fire Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block) Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When used to attack (with talents): Base power: 50.0 - 60.0 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +280 When wielded/worn: Armour: +20 Defense: +16 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+3 eff.) Life regen: +0.00 Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
2231 alchemist agate 2231 alchemist agate0.00 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [champion of Urh'Rok] (level 50, body) demon seed [champion of Urh'Rok] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +12 Str / +12 Mag Maximum life: +125.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, finger) demon seed [forge-giant] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
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. |
2 emerald 2 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. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) 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. |
Haladar the alchemist's lamp Haladar the alchemist's lampInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +2 Dex / +3 Con Changes resistances: +10% blight / +6% light / +6% darkness Changes resistances penetration: +5% physical / +8% all Changes damage: +0% light Physical save: +8 (+2 eff.) Life regen: +3.30 Light radius: +5 See stealth: +0 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
Shimmerlore ShimmerloreInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes damage: +9% acid Maximum life: +42.00 Light radius: +2 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (188 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Zistir the alchemist's lamp Zistir the alchemist's lampPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +1% physical Reduces incoming crit damage: 15.00% Physical save: +6 (+1 eff.) Mental save: +10 (+2 eff.) Spellpower: +9 (+1 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1413.98 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 42] amazing fiery salve [power 42]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 151% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (42% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing frost salve [power 42] amazing frost salve [power 42]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 151% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (42% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
amazing pain suppressor salve [power 438] amazing pain suppressor salve [power 438]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 151% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -438 life and reduces all damage by 28% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing unstoppable force salve [power 174] amazing unstoppable force salve [power 174]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 151% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 174 and healing factor by half, putting Talent Medical Injector on cooldown for 17 turns. Medical salve. |
amazing water salve [power 42] amazing water salve [power 42]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 151% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (42% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 23 turns. Medical salve. |
great pain suppressor salve [power 376] great pain suppressor salve [power 376]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 151% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -376 life and reduces all damage by 24% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
great unstoppable force salve [power 143] great unstoppable force salve [power 143]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 151% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 143 and healing factor by half, putting Talent Medical Injector on cooldown for 17 turns. Medical salve. |
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. |
Layoriathra the Blacksweeper (29/50, 65.5-78.6 power, 18 apr) Layoriathra the Blacksweeper (29/50, 65.5-78.6 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 65.5 - 78.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +7.0% Capacity: 50 Turns elapse between self-loadings: 2 On weapon hit: * 49% chance to inflict 15% damage reduction * 10% chance to knock the target back * 20% chance to torment the target Damage (Ranged): +40 darkness / +45 physical / +20 mind Burst (radius 1) on hit: +16 darkness / +8 acid Burst (radius 2) on crit: +4 acid Shots are used with slings to pummel your foes to death. |
Weepgrinder (23/54, 73.5-88.2 power, 15 apr) Weepgrinder (23/54, 73.5-88.2 power, 15 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 73.5 - 88.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +20 Armour Penetration: +15 Crit. chance: +7.0% Capacity: 54 Turns elapse between self-loadings: 3 On weapon hit: * Slows global speed by 40% Damage (Ranged): +4 fire / +8 nature Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +8 nature Shots are used with slings to pummel your foes to death. |
stralite white light emitter stralite white light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'lite' When attach to an other item: Changes damage: +16% light Light radius: +4 See stealth: +8 Tinkers can be attached to normal items to improve them with steam power! |
voratun power distributor voratun power distributorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Stamina each turn: +0.50 Mana each turn: +0.50 Psi each turn: +0.50 Tinkers can be attached to normal items to improve them with steam power! |
voratun white light emitter voratun white light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'lite' When attach to an other item: Changes damage: +20% light Light radius: +5 See stealth: +10 Tinkers can be attached to normal items to improve them with steam power! |
well-made focus lens well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
Gleamspar the dwarven-steel torque of kinetic psionic shield [power 75] (18 cooldown) Gleamspar the dwarven-steel torque of kinetic psionic shield [power 75] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 12 light / 20 mind Talent cooldown: Silence (+10 turn) Talent granted: +5 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 75 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of charged psionic shield 'Strikeriver' [power 67] (18 cooldown) dwarven-steel torque of charged psionic shield 'Strikeriver' [power 67] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness / 20 lightning Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 67 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 32 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
6 diamond 6 diamond0.00 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By zolg the Thalore Demonologist level 30
40th Dusk 123rd year of Ascendancy at 03:53 see stats
By zolg the Thalore Demonologist level 34
3rd Regrowth 124th year of Ascendancy at 22:25 see stats
By zolg the Thalore Demonologist level 47
60th Regrowth 125th year of Ascendancy at 03:50 see stats
By zolg the Thalore Demonologist level 30
38th Dusk 123rd year of Ascendancy at 05:27 see stats
By zolg the Thalore Demonologist level 50
63rd Dusk 125th year of Ascendancy at 08:33 see stats
By zolg the Thalore Demonologist level 35
36th Regrowth 124th year of Ascendancy at 03:38 see stats
By zolg the Thalore Demonologist level 24
51st Regrowth 123rd year of Ascendancy at 08:21 see stats
By zolg the Thalore Demonologist level 15
68th Dusk 122nd year of Ascendancy at 21:36 see stats
By zolg the Thalore Demonologist level 33
61st Haze 123rd year of Ascendancy at 10:33 see stats
By zolg the Thalore Demonologist level 34
3rd Regrowth 124th year of Ascendancy at 22:01 see stats
By zolg the Thalore Demonologist level 18
5th Decay 122nd year of Ascendancy at 06:56 see stats
By zolg the Thalore Demonologist level 31
5th Haze 123rd year of Ascendancy at 10:57 see stats
By zolg the Thalore Demonologist level 30
59th Dusk 123rd year of Ascendancy at 17:24 see stats
By zolg the Thalore Demonologist level 47
59th Regrowth 125th year of Ascendancy at 17:37 see stats
By zolg the Thalore Demonologist level 5
79th Pyre 122nd year of Ascendancy at 03:15 see stats
By zolg the Thalore Demonologist level 34
3rd Regrowth 124th year of Ascendancy at 21:40 see stats
By zolg the Thalore Demonologist level 10
13rd Dusk 122nd year of Ascendancy at 14:18 see stats
By zolg the Thalore Demonologist level 20
8th Decay 122nd year of Ascendancy at 09:47 see stats
By zolg the Thalore Demonologist level 30
37th Dusk 123rd year of Ascendancy at 09:29 see stats
By zolg the Thalore Demonologist level 40
31st Dusk 124th year of Ascendancy at 21:43 see stats
By zolg the Thalore Demonologist level 50
9th Dusk 125th year of Ascendancy at 14:26 see stats
By zolg the Thalore Demonologist level 50
5th Haze 125th year of Ascendancy at 21:55 see stats
By zolg the Thalore Demonologist level 24
7th Allure 123rd year of Ascendancy at 09:32 see stats
By zolg the Thalore Demonologist level 45
16th Regrowth 125th year of Ascendancy at 06:39 see stats
By zolg the Thalore Demonologist level 46
58th Regrowth 125th year of Ascendancy at 01:15 see stats
By zolg the Thalore Demonologist level 47
58th Regrowth 125th year of Ascendancy at 13:01 see stats
By zolg the Thalore Demonologist level 18
21st Haze 122nd year of Ascendancy at 09:45 see stats
By zolg the Thalore Demonologist level 42
9th Haze 124th year of Ascendancy at 15:12 see stats
By zolg the Thalore Demonologist level 23
5th Allure 123rd year of Ascendancy at 23:31 see stats
By zolg the Thalore Demonologist level 34
32nd Regrowth 124th year of Ascendancy at 11:35 see stats
By zolg the Thalore Demonologist level 50
19th Haze 125th year of Ascendancy at 05:45 see stats
By zolg the Thalore Demonologist level 50
16th Haze 125th year of Ascendancy at 21:11 see stats
By zolg the Thalore Demonologist level 50
24th Dusk 125th year of Ascendancy at 19:33 see stats
By zolg the Thalore Demonologist level 34
3rd Regrowth 124th year of Ascendancy at 22:25 see stats
By zolg the Thalore Demonologist level 10
13rd Dusk 122nd year of Ascendancy at 14:38 see stats
By zolg the Thalore Demonologist level 50
24th Dusk 125th year of Ascendancy at 19:34 see stats
By zolg the Thalore Demonologist level 34
3rd Regrowth 124th year of Ascendancy at 22:25 see stats
By zolg the Thalore Demonologist level 26
1st Time of Balance 123rd year of Ascendancy at 23:40 see stats
By zolg the Thalore Demonologist level 44
6th Decay 124th year of Ascendancy at 12:16 see stats
By zolg the Thalore Demonologist level 10
18th Dusk 122nd year of Ascendancy at 22:52 see stats
By zolg the Thalore Demonologist level 37
7th Mirth 124th year of Ascendancy at 01:05 see stats
By zolg the Thalore Demonologist level 26
1st Time of Balance 123rd year of Ascendancy at 19:47 see stats
By zolg the Thalore Demonologist level 24
63rd Regrowth 123rd year of Ascendancy at 05:15 see stats
By zolg the Thalore Demonologist level 16
1st Haze 122nd year of Ascendancy at 15:14 see stats
By zolg the Thalore Demonologist level 29
36th Dusk 123rd year of Ascendancy at 13:25 see stats
Log
zolg hits Brittle clear ooze for 194 blight damage.
zolg hits Brittle clear ooze for 194 blight, 861 acid (1056 total damage).
zolg hits Brittle clear ooze for 861 acid, 861 acid (1723 total damage).
zolg killed Brittle clear ooze!
zolg killed Brittle clear ooze!
zolg killed Brittle clear ooze!
zolg killed Brittle clear ooze!
zolg killed Brittle clear ooze!
zolg killed Brittle clear ooze!
zolg killed Brittle clear ooze!
zolg killed Brittle clear ooze!
zolg killed Brittle clear ooze!
zolg receives 22 healing.
Brittle clear ooze is stunned with fear!
zolg hits Brittle clear ooze for 4 lightning, 36 darkness, 34 fire, 11 nature, 38 blight, 46 light (168 total damage).
zolg hits zolg for 7 healing, 6 healing, 2 healing, 7 healing, 9 healing (0 total damage) [31 healing].
zolg receives 22 healing.
Zolg deactivates Precise Strikes.
Zolg deactivates Hardened Core.
Zolg deactivates Premonition.
Zolg deactivates Elemental Harmony.
Zolg deactivates Chant of Fortitude.
Zolg no longer feels strong.
Zolg deactivates Willful Tormenter.
Zolg deactivates Overkill.
Zolg deactivates Flame of Urh'Rok.
Zolg deactivates Osmosis Shield.
Zolg is no longer surging arcane power.