








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/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 | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Brawler |
Level / Exp | 46 / 43% |
Size | medium |
Lifes / Deaths | Killed by Brutelf at level 16 on the 65th Haze 122nd year of Ascendancy at 21:58 2 / 5Killed by Urkis, the High Tempest at level 17 on the 74th Haze 122nd year of Ascendancy at 10:13 Killed by overpowered greater multi-hued wyrm at level 36 on the 45th Dusk 123rd year of Ascendancy at 21:55 Killed by overpowered greater multi-hued wyrm at level 36 on the 45th Dusk 123rd year of Ascendancy at 23:12 Killed by overpowered greater multi-hued wyrm at level 36 on the 46th Dusk 123rd year of Ascendancy at 00:07 |
Primary Stats
Strength | 168 (base 47) |
Dexterity | 94 (base 60) |
Constitution | 76 (base 15) |
Magic | 40 (base 7) |
Willpower | 82 (base 14) |
Cunning | 127 (base 66) |
Resources
Life | 1648/1648 |
Stamina | 450/450 |
Steam | 100/100 |
Healing Factor | 1.7024390243902 |
Regeneration | 11.491463414634 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 49.242677126183 |
See Invisible | 49.242677126183 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major |
Offense: Barehand
Damage | 229 |
Accuracy | 79 |
Crit Chance | 118% |
APR | 5 |
Speed | 0.80 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 56% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 88% |
Speed | 1 |
Offense: Damage Bonus
Acid | +35% |
Blight | +39% |
Arcane | +23% |
Mind | +12% |
All | +2% |
Darkness | +14% |
Cold | +22% |
Physical | -5% |
Fire | +29% |
Nature | +19% |
Offense: Damage Penetration
Light | -5% |
Fire | +9% |
All | -20% |
Defense: Base
Armour (hardiness) | 79 (66.09865470852%) |
Defense | 73 |
Ranged Defense | 75 |
Fatigue | 0 |
Physical Save | 59 |
Spell Save | 63 |
Mental Save | 66 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 50%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 70%( 70%) |
All | + 22%( 70%) |
Lightning | + 65%( 70%) |
Light | + 58%( 70%) |
Temporal | + 33%( 70%) |
Physical | + 22%( 70%) |
Fire | + 70%( 70%) |
Nature | + 59%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 38% |
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 638 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 458 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: 22 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 23 for 8 turns. While Heroism is active, you will only die when reaching -639 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 Cunning stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Striking Stance |
beneficial effect | The target is in the middle of a combo chain and has earned 3 combo points. 3 Combo |
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
beneficial effect | Countering melee attacks: Has a 23% chance to get an automatic counter attack when avoiding a melee attack. (2.5 counters remaining) Counter Attacking |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by black mamba. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Evasion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Evasion (+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 repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | 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 |
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 ice 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 Dreaming One. | 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: 491. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed xorn fragment. * You've found the needed length of troll intestine. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed snow giant kidney. 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. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed multi-hued wyrm scale. * You've found the needed electric eel tail. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 arcane / 16 fire Changes stats: +8 Str / +10 Mag / +8 Con Changes damage: +10% acid / +3% fire / +12% arcane / +16% blight Spell save: +20 (+5 eff.) Disease immunity: +50% Silence immunity: +45% Confusion immunity: +38% Stun/Freeze immunity: +50% Spellpower: +10 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.3 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
On hands | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +9 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 13 nature / 40 mind / 40 darkness Damage when hit (Melee): 8 fire Changes resistances: +10% nature / +15% light Changes resistances penetration: +15% light Changes damage: +11% nature / +6% fire Talent granted: +5 Spring Grapple Critical mult.: +15.00% Mental save: +6 (+2 eff.) Maximum life: +70.00 Spell crit. chance: +16% Mindpower: +10 (+3 eff.) Mental crit. chance: +19% When used to modify unarmed attacks: Base power: 44.5 - 49.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 167% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +12 light / +4 acid Burst (radius 2) on crit: +14 nature It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +9 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +6 Wil / +10 Cun Changes resistances: +15% acid / +15% temporal / +15% cold / +15% fire / +30% lightning Changes damage: +3% physical Grants telepathy: Dragon Physical save: +6 (+2 eff.) Mental save: +15 (+4 eff.) Silence immunity: +50% Only die when reaching: -40.00 life Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +30.0% Fatigue: -17% Changes stats: +30 Str / +2 Mag / +19 Wil Changes damage: +3% acid / +3% arcane / +9% blight Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +10 Mental crit. chance: +29% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +20 Changes stats: +19 Str / +8 Mag / +8 Cun / +10 Con Changes resistances: +6% nature / +6% light Changes damage: +12% fire Reduces incoming crit damage: 10.00% Blindness immunity: +20% Silence immunity: +50% Mana each turn: +0.40 Spellpower: +15 (+5 eff.) Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+4 eff.) Fatigue: -10% Changes stats: +3 Str / +4 Dex Changes resistances: +40% acid / +40% cold Changes damage: +20% acid / +20% cold Grants telepathy: Dragon Demon/Major Demon/Minor Maximum encumbrance: +39 Spell save: +21 (+5 eff.) Infravision radius: +2 Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 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 33% for 5 turns. Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +29 (+7 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -17% Changes stats: +13 Str / +9 Dex / +10 Cun / +10 Con / +14 Lck Changes resistances: +1% physical / +27% fire / +9% nature / +27% cold Spell save: +6 (+1 eff.) Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
Main armor | ![]() Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 35% Damage when hit (Melee): 4 blight / 8 arcane Changes stats: +9 Str / +9 Dex / +9 Mag / +17 Wil / +17 Cun Changes resistances: +25% lightning / +6% blight / +26% acid / +5% arcane / +3% nature Changes damage: +6% nature / +6% arcane Mental save: +23 (+6 eff.) Maximum life: +70.00 A suit of armour made of leather. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 (+3 eff.) Damage when hit (Melee): 12 fire Changes stats: +21 Wil Changes resistances: +5% arcane Changes resistances penetration: +29% fire Changes damage: +6% fire / +10% mind / +12% darkness Critical mult.: +37.00% Spell save: +41 (+10 eff.) Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Changes stats: +4 Dex / +4 Wil / +7 Cun / +2 Con Changes resistances: +20% blight / +25% fire / +25% light / +20% nature Changes damage: +12% blight Reduces incoming crit damage: 15.00% Stealth bonus: +13 Mental save: +15 (+4 eff.) Life regen: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Infravision radius: +2 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +28 Defense: +15 (+4 eff.) Fatigue: -10% Changes stats: +4 Cun Changes resistances: +5% arcane Maximum encumbrance: +39 Physical save: +19 (+5 eff.) Mental save: +6 (+2 eff.) Maximum life: +129.00 Maximum mana: +77.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +64.00 Maximum vim: +40.00 Maximum pos.energy: +35.00 Maximum neg.energy: +40.00 Mindpower: +4 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +20 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Inventory
![]() 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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 84%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 493% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 612% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 increase movement speed by 836% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 946 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 487.56 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
![]() 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 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. 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. |
![]() 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 515 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.10 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. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +16 Mag Changes resistances: +6% nature Changes resistances penetration: +15% nature Changes damage: +12% blight / +14% fire / +6% nature / +12% arcane Critical mult.: +20.00% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +45.00 Spellpower: +15 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Cun Changes resistances: +60% fire / +60% cold Grants telepathy: Demon/Minor Demon/Major Physical save: +25 (+6 eff.) Spell save: +22 (+5 eff.) Mental save: +25 (+6 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +10% Amulets can have magical properties. |
![]() Powered 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: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 12 temporal Changes stats: +7 Dex / +9 Cun / +10 Con Changes resistances: +9% blight / +6% temporal Changes damage: +21% blight / +12% fire / +12% light / +9% temporal Talent mastery: +0.40 Technique / Combat veteran Critical mult.: +20.00% Cut immunity: +80% Life regen: +1.50 Stamina each turn: +1.50 Spellpower: +14 (+4 eff.) Movement speed: +10% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 335 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +12% blight Poison immunity: +22% Disease immunity: +21% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +12% darkness Blindness immunity: +22% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 fire Changes stats: +10 Dex Changes resistances: +30% lightning / +24% cold / +31% fire Changes damage: +15% temporal / +3% fire Talent mastery: +0.31 Cunning / Survival Stun/Freeze immunity: +46% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +17 (+4 eff.) Changes stats: +5 Mag / +6 Cun / +20 Lck Changes resistances: +30% temporal / +28% mind / +5% arcane Blindness immunity: +36% Silence immunity: +15% Confusion immunity: +41% Pinning immunity: +50% Knockback immunity: +50% Infravision radius: +7 Sight radius: +2 See invisible: +15 Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +5 Dex / +6 Wil Teleport immunity: +50% It can be used to teleport you randomly (rad 43), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 darkness / 8 light Changes stats: +7 Mag / +7 Wil Changes resistances: +3% darkness / +20% temporal Changes resistances penetration: +29% fire Changes damage: +6% light / +20% temporal Silence immunity: +50% Stun/Freeze immunity: +50% Life regen: +4.80 Mana each turn: +0.29 Spellpower: +10 (+3 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +17 Physical power: +19 (+3 eff.) Defense: +17 (+4 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Cun / +8 Mag Changes resistances: +6% blight / +20% mind / +12% lightning Changes resistances penetration: +10% lightning / +10% temporal Changes damage: +3% lightning / +20% mind / +8% all Spellpower: +35 (+11 eff.) Mindpower: +20 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 35% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 34% chance to blind Damage (Ranged): 45 light Changes stats: +12 Str / +2 Dex / +10 Mag / +7 Con Spell save: +20 (+5 eff.) Disarm immunity: +44% Pinning immunity: +50% Knockback immunity: +46% Maximum life: +50.00 Mental crit. chance: +2% Infravision radius: +3 See invisible: +6 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Physical power: +15 (+3 eff.) Armour: +6 Defense: +33 (+8 eff.) Changes stats: +10 Str / +9 Cun / +10 Con Changes resistances: +6% darkness Changes resistances penetration: +10% arcane Mental save: +12 (+3 eff.) Blindness immunity: +47% Cut immunity: +20% Confusion immunity: +10% Infravision radius: +6 See stealth: +24 See invisible: +22 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +2 Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +9 Cun / +10 Dex Changes resistances penetration: +10% physical Critical mult.: +15.00% Only die when reaching: -80.00 life Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 40 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +4 Con Changes resistances: +12% darkness / +3% physical Changes damage: +12% light Physical save: +8 (+2 eff.) Stun/Freeze immunity: +10% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Disarm immunity: +24% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 15 bleed Changes stats: +9 Cun / +6 Mag Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 Spellpower: +9 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 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. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +18% acid / +18% fire / +11% lightning / +19% cold Mental save: +8 (+2 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +9 (+2 eff.) Changes stats: +3 Con Spell save: +14 (+3 eff.) Maximum stamina: +16.00 Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.4 Power cost: 40 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 41% for 5 turns. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +7 Cun / +7 Dex Changes resistances: +14% physical Changes damage: +14% physical Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Effects on melee hit: * 23% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 49 light Changes stats: +8 Mag / +9 Wil / +9 Cun Physical save: +35 (+9 eff.) Disarm immunity: +42% Pinning immunity: +42% Stun/Freeze immunity: +43% Knockback immunity: +50% Life regen: +4.80 Maximum life: +50.00 Maximum hate: +4.00 Spellpower: +12 (+4 eff.) Mental crit. chance: +3% Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +8 Mag / +8 Wil / +14 Cun Changes resistances: +40% darkness / +6% cold Changes damage: +20% darkness Physical save: +12 (+3 eff.) Blindness immunity: +60% Poison immunity: +25% Spellpower: +15 (+5 eff.) Mindpower: +13 (+3 eff.) Infravision radius: +6 See stealth: +25 See invisible: +25 Rings can have magical properties. |
![]() absorbing pulsing mindstar of the jelly (14-15.4 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% lightning / +20% fire / +17% cold Changes damage: +4% acid Talent masteries: +0.20 Psionic / Voracity +0.10 Psionic / Absorption Equilibrium when hit: +1.20 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
![]() dragonbone vilestaff of channeling (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% blight Talent granted: +1 Command Staff Mana each turn: +0.10 Spellpower: +28 (+9 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() mage-hunter's voratun steamgun of true shot Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +10.0% Damage (Ranged): 12 manaburn arcane Changes stats: +3 Wil Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +5 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() throat-seeking voratun steamgun of power Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +21 nature Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +9% nature / +10% physical Changes damage: +22% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() quick voratun steamsaw of crushing (40.5-60.75 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 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: 111% Block value: +99 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +3 Dex Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+4 eff.) Damage when hit (Melee): 8 darkness Changes stats: +6 Dex / +4 Wil / +6 Cun / +10 Lck Changes resistances penetration: +25% darkness / +15% mind Grants telepathy: Demon/Minor Demon/Major Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +37 (+9 eff.) Mental save: +15 (+4 eff.) Maximum hate: +4.00 Spellpower: +12 (+4 eff.) Mindpower: +9 (+2 eff.) Infravision radius: +6 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +11 Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +6% blight / +15% fire / +15% cold Changes damage: +12% mind Critical mult.: +15.00% Trap disarming bonus: +24 Stealth bonus: +15 Physical save: +3 (+1 eff.) Life regen: +3.60 Maximum stamina: +5.00 Infravision radius: +5 Healing mod.: +29% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Cun / +4 Dex Mental crit. chance: +7% A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Cun / +4 Dex Changes resistances: +7% acid / +7% fire / +7% lightning / +6% cold Mental crit. chance: +10% A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Fatigue: -10% Damage when hit (Melee): 8 fire Changes stats: +6 Dex / +10 Mag / +6 Wil / +6 Cun Changes resistances: +3% darkness Changes damage: +6% blight / +3% fire Maximum encumbrance: +54 Physical save: +15 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +8% Mindpower: +12 (+3 eff.) Mental crit. chance: +15% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances: +12% lightning / +6% blight / +19% fire / +9% nature / +29% cold A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +5% fire / +5% cold Maximum encumbrance: +24 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances: +6% light / +6% darkness Spell save: +6 (+1 eff.) Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 light Changes stats: +6 Mag / +8 Wil Changes resistances: +3% light Changes damage: +12% light / +9% temporal Critical mult.: +30.00% Stealth bonus: +15 Spell save: +15 (+4 eff.) Mental save: +30 (+8 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +21 Defense: +18 (+5 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +5 Dex / +8 Mag / +6 Wil / +4 Cun / +4 Con Changes resistances: +29% cold Changes resistances penetration: +10% blight Physical save: +15 (+4 eff.) Spell save: +36 (+9 eff.) Mental save: +25 (+6 eff.) Maximum mana: +77.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Fatigue: -6% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Mag / +6 Wil / +3 Cun Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Physical crit. chance: +2.0% Physical power: +6 (+1 eff.) Armour: +12 Defense: +22 (+6 eff.) Ranged Defense: +10 (+3 eff.) Changes stats: +4 Wil Critical mult.: +36.00% Stealth bonus: +11 Physical save: +25 (+6 eff.) Spell save: +25 (+6 eff.) Mental save: +38 (+10 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -20.00 life Maximum life: +85.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 16 blight Changes resistances: +30% fire Changes resistances penetration: +10% blight Physical save: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Changes damage: +12% arcane Physical save: +11 (+3 eff.) Spell save: +52 (+13 eff.) Mental save: +13 (+3 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +33 (+8 eff.) Damage when hit (Melee): 12 arcane Changes stats: +2 Str / +6 Mag / +12 Wil / +6 Cun Grants telepathy: Dragon Physical save: +39 (+10 eff.) Spell save: +25 (+6 eff.) Mental save: +22 (+6 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +8% Mental crit. chance: +8% See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +4 Mag / +4 Wil / +3 Cun Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow elven-silk cloak of the Shaloren (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +1 Mag / +2 Wil Changes resistances: +17% darkness Changes resistances penetration: +16% darkness Changes damage: +14% darkness Stealth bonus: +16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +2 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 20 lightning Changes stats: +2 Str Changes resistances: +12% mind Changes damage: +12% mind / +3% lightning Maximum stamina: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -2% Changes resistances: +20% light / +5% arcane Maximum encumbrance: +48 Physical save: +14 (+4 eff.) Spell save: +3 (+1 eff.) Blindness immunity: +10% Stun/Freeze immunity: +25% A pair of boots made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +15 Fatigue: -4% Effects on melee hit: * 35% chance to daze at end of turn * 10 arcane resource burn * Slows global speed by 30% Changes resistances: +6% nature / +6% blight Changes damage: +3% mind Maximum encumbrance: +50 Physical save: +15 (+4 eff.) Spell save: +30 (+7 eff.) Life regen: +4.50 Infravision radius: +3 Healing mod.: +24% A pair of boots made of leather. |
![]() 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 Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+3 eff.) Fatigue: +1% Physical save: +6 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.6 Power cost: 30 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 36% chance to evade melee and ranged attacks and 41 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: +3% Changes stats: +3 Wil Changes resistances: +10% acid / +10% fire / +11% lightning / +10% cold Changes resistances penetration: +10% blight Changes damage: +15% arcane Critical mult.: +20.00% Maximum mana: +100.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Changes stats: +4 Cun / +4 Con Physical save: +18 (+5 eff.) Mental save: +12 (+3 eff.) A pair of boots made of leather. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +15 Armour: +3 Damage (Melee): 14 acid Damage when hit (Melee): 4 fire Changes stats: +8 Cun / +9 Dex Changes resistances: +8% acid / +9% darkness Changes resistances penetration: +10% light Changes damage: +10% acid / +21% light Physical save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +40% Life regen: +4.00 Stamina each turn: +2.00 Maximum stamina: +39.00 Light radius: +3 When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). Burst (radius 2) on crit: +13 acid It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
![]() Arenor the Duathelsweeper (0 def, 3 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 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +3 Damage (Melee): 20 temporal Damage (Ranged): 18 temporal Changes stats: +5 Con Changes resistances: +12% blight / +9% temporal Changes damage: +9% temporal Physical save: +37 (+9 eff.) Spell save: +8 (+2 eff.) Mental save: +14 (+4 eff.) Disarm immunity: +81% Confusion immunity: +10% Pinning immunity: +5% When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 5). On weapon hit: * 13% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +20 physical Burst (radius 1) on hit: +8 darkness Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +15 Physical crit. chance: +19.0% Physical power: +14 (+2 eff.) Armour: +3 Damage (Melee): 15 fire Changes stats: +2 Str / +1 Dex Changes resistances: +14% blight / +10% fire Changes damage: +9% lightning / +11% fire Critical mult.: +14.00% Physical save: +9 (+2 eff.) Spell save: +23 (+6 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +45% Maximum stamina: +15.00 Spell crit. chance: +15% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 35.5 - 39.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +20 Crit. chance: +19.0% Attack speed: 167% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 40% chance to daze at end of turn * 30 arcane resource burn * 25% chance to corrode armour by 30% * Slows global speed by 25% Burst (radius 2) on crit: +15 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 133% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +3 Damage (Melee): 18 arcane Damage when hit (Melee): 8 nature Changes stats: +10 Mag / +17 Wil / +6 Con Changes resistances: +8% arcane Physical save: +32 (+8 eff.) Spell save: +10 (+2 eff.) Mental save: +27 (+7 eff.) Disarm immunity: +94% Life regen: +3.70 Stamina each turn: +2.00 Equilibrium when hit: +0.04 Maximum stamina: +40.00 Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +8 lightning / +29 physical / +19 arcane / +4 mind Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +2 Physical power: +20 (+3 eff.) Armour: +11 Fatigue: -4% Effects when hit in melee: * 35% chance to reduce effective powers by 20% * 31 arcane resource burn Changes stats: +6 Str Physical save: +10 (+3 eff.) Spell save: +16 (+4 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +44% Life regen: +2.80 Stamina each turn: +1.80 Maximum life: +40.00 Maximum stamina: +40.00 Healing mod.: +20% When used to modify unarmed attacks: Base power: 37.5 - 41.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). On weapon hit: * 35% chance to reduce effective powers by 20% * 28 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 167% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 206.09 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 125% Gauntlets. But with steam power! |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 60% Str, 30% Cun, 30% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +2 Changes stats: +4 Str / +7 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +9 Crit. chance: +21.0% Attack speed: 125% When this weapon hits: Set Up (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 16 mind / 19 darkness Changes stats: +3 Str / +2 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) Mental save: -12 (-3 eff.) Mindpower: +6 (+2 eff.) When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +3 Crit. chance: +13.0% Attack speed: 167% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Armour: +3 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 10 acid / 10 cold / 10 lightning / 10 fire Damage when hit (Melee): 12 darkness Changes stats: +7 Str / +15 Dex / +5 Mag / +5 Wil / +14 Cun Changes resistances: +6% darkness / +9% lightning Changes damage: +12% lightning Talent cooldown: Double Strike (-1 turn) Physical save: +24 (+6 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +45% When used to modify unarmed attacks: Base power: 29.0 - 31.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +32 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +15 ice / +28 fire / +26 acid / +27 lightning It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 12 fire Changes stats: +5 Str / +4 Dex / +1 Wil / +5 Cun Changes resistances: +10% fire Changes damage: +11% fire Talent cooldown: Double Strike (-1 turn) Physical save: +25 (+6 eff.) Mental save: +20 (+5 eff.) Disarm immunity: +50% Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.40 When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +22 Armour Penetration: +5 Crit. chance: +15.0% Attack speed: 167% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +4 acid Burst (radius 1) on hit: +12 acid / +16 fire Burst (radius 2) on crit: +4 mind / +15 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 25 power out of 32/32) : Effective talent level: 3.0 Power cost: 25 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 20%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 0 darkness Changes stats: +0 Cun Reduce damage by fixed amount: +10 all Changes damage: +0% darkness Talent mastery: +0.00(-) Cunning / Stealth Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Confusion immunity: +0% Knockback immunity: +0% Light radius: +0 This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 nature / 19 physical Changes stats: +10 Str Changes resistances: +12% lightning / +15% temporal / +12% darkness / +3% fire / +23% mind / +3% acid Mental save: +30 (+8 eff.) Confusion immunity: +50% Only die when reaching: -40.00 life It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 934.4 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() Requires: - Willpower 24 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 28% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 21%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
![]() aegis elven-silk wizard hat of earthrunes (3 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes stats: +6 Con Life regen: +3.10 Damage Shield Power: +9% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 75.36 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +10 Str / +5 Dex / +9 Cun / +5 Con Changes resistances: -40% light / +9% acid Changes resistances penetration: +10% acid Changes damage: +12% mind / +9% fire Critical mult.: +5.00% Life regen: +8.00 Stamina when hit: +5.60 Equilibrium when hit: +6.00 Mindpower: +2 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +40 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 934.4 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() fearwoven elven-silk wizard hat of knowledge (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Cun / +6 Wil Changes resistances: +8% darkness / +11% physical Changes damage: +13% darkness / +12% physical Maximum hate: +6.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 35% chance to blind Damage (Melee): 10 darkness Damage (Ranged): 8 darkness Damage when hit (Melee): 20 physical Changes stats: +9 Str / +9 Dex / +9 Mag / +9 Wil / +7 Cun Changes resistances: +30% fire / +27% darkness / +30% temporal Changes damage: +3% temporal / +12% fire Maximum life: +70.00 Defense after a teleport: +45 Resist all after a teleport: +45% New effects duration reduction after a teleport: +37% It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +15.0% Armour: +16 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Dex / +8 Mag / +9 Wil / +8 Cun Changes resistances: +3% acid / +6% fire / +10% arcane / +8% mind Spell save: +25 (+6 eff.) Mental save: +25 (+6 eff.) Blindness immunity: +5% Silence immunity: +15% Stamina each turn: +1.40 Maximum life: +70.00 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 308 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() Lightningwell the drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 lightning / 16 acid Changes stats: +6 Str Changes resistances: +18% acid / +8% physical / +15% darkness / +7% mind Mental save: +13 (+3 eff.) Life regen: +8.50 Maximum life: +59.00 Light radius: +1 Healing mod.: +21% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +28 Defense: +20 (+5 eff.) Fatigue: +0% Damage (Melee): 10 fire Damage (Ranged): 10 fire Damage when hit (Melee): 4 blight / 17 physical Changes stats: +9 Cun / +2 Con Changes resistances: +27% lightning / +29% physical / +6% blight / +26% fire Changes damage: +9% blight / +6% lightning Grants telepathy: Demon/Minor Demon/Major Mental save: +25 (+6 eff.) See invisible: +3 A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +15 (+4 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to blind Changes stats: +8 Str / +9 Dex Changes resistances: +30% cold / +6% light / +39% temporal Changes damage: +9% lightning / +9% temporal / +9% light Critical mult.: +18.00% Physical save: +19 (+5 eff.) A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 10 darkness Damage (Ranged): 10 darkness Damage when hit (Melee): 8 darkness Changes stats: +9 Cun / +11 Wil Changes resistances: +25% acid / +30% temporal / +30% darkness / +30% fire Changes resistances penetration: +5% mind Changes damage: +12% blight Mental save: +18 (+5 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Mental crit. chance: +3% Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +16% It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
![]() enlightening drakeskin leather armour of natural resilience (5 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +4 Cun / +8 Wil Changes resistances: +15% nature / +15% blight Reduced damage from: +12% Unnatural Mental save: +18 (+5 eff.) A suit of armour made of leather. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: 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. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 26.82 cold damage and 20.88 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +25 (+6 eff.) Ranged Defense: +10 (+3 eff.) Changes stats: +8 Mag Physical save: +17 (+4 eff.) Spell save: +51 (+13 eff.) Mental save: +39 (+10 eff.) Poison immunity: +10% Stun/Freeze immunity: +15% Only die when reaching: -60.00 life Spellpower: +16 (+5 eff.) Light radius: +11 See stealth: +24 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +11 Cun Changes resistances: +6% lightning / +21% cold / +6% nature Changes damage: +6% light Physical save: +30 (+8 eff.) Mental save: +12 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: -6 Infravision radius: +9 Healing mod.: +60% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 126.35 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 126.35 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% blight / +13% darkness Changes damage: +3% acid Grants telepathy: Demon/Minor Demon/Major Blindness immunity: +100% Confusion immunity: +60% Psi when hit: +0.08 Maximum psi: +10.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Mindpower: +6 (+2 eff.) Mental crit. chance: +4% Light radius: +20 Infravision radius: +6 See stealth: +50 See invisible: +64 Heals friendly targets nearby when you use a nature summon: +20 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 39 blight damage or heals 42 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% darkness Changes damage: +6% light Damage affinity(heal): +5% light Light radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 34.38 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by arcane disrupting 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 Armour: +6 Changes stats: +11 Cun / +7 Wil Changes resistances: +6% blight / +15% fire / +3% all Changes resistances penetration: +11% all Changes damage: +15% mind Spell save: +33 (+8 eff.) Confusion immunity: +10% Light radius: -4 Infravision radius: +9 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind Damage when hit (Melee): 12 darkness Changes stats: +11 Cun Changes resistances: +18% light / +3% all Changes resistances penetration: +10% darkness Changes damage: +6% light Spell save: +13 (+3 eff.) Mental save: +12 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: -1 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 29 fire Changes stats: +8 Mag Changes resistances: +4% physical / +6% darkness / +10% fire Changes resistances penetration: +13% all Spell save: +35 (+9 eff.) Mental save: +35 (+9 eff.) Pinning immunity: +10% Spellpower: +14 (+4 eff.) Light radius: +8 See stealth: +21 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire 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. |
![]() Infused 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% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 490.20 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
![]() plaguebringer's pouch of voratun shots of annihilation (22/22, 65.5-78.6 power, 13 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 65.5 - 78.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +16.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 15% chance to disease Travel speed: +200% Damage (Ranged): +11 blight Shots are used with slings to pummel your foes to death. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 105 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Brutelf the Thalore Brawler level 32
78th Pyre 123rd year of Ascendancy at 11:12 see stats
By Brutelf the Thalore Brawler level 42
40th Regrowth 124th year of Ascendancy at 19:05 see stats
By Brutelf the Thalore Brawler level 32
73rd Pyre 123rd year of Ascendancy at 16:01 see stats
By Brutelf the Thalore Brawler level 37
51st Haze 123rd year of Ascendancy at 18:18 see stats
By Brutelf the Thalore Brawler level 36
45th Dusk 123rd year of Ascendancy at 20:19 see stats
By Brutelf the Thalore Brawler level 41
35th Regrowth 124th year of Ascendancy at 13:32 see stats
By Brutelf the Thalore Brawler level 35
36th Dusk 123rd year of Ascendancy at 14:32 see stats
By Brutelf the Thalore Brawler level 14
54th Haze 122nd year of Ascendancy at 11:27 see stats
By Brutelf the Thalore Brawler level 28
26th Pyre 123rd year of Ascendancy at 05:45 see stats
By Brutelf the Thalore Brawler level 43
56th Regrowth 124th year of Ascendancy at 09:52 see stats
By Brutelf the Thalore Brawler level 20
2nd Wintertide 123rd year of Ascendancy at 18:44 see stats
By Brutelf the Thalore Brawler level 37
47th Haze 123rd year of Ascendancy at 15:47 see stats
By Brutelf the Thalore Brawler level 34
23rd Dusk 123rd year of Ascendancy at 06:36 see stats
By Brutelf the Thalore Brawler level 27
5th Pyre 123rd year of Ascendancy at 20:28 see stats
By Brutelf the Thalore Brawler level 11
11st Dusk 122nd year of Ascendancy at 10:24 see stats
By Brutelf the Thalore Brawler level 16
65th Haze 122nd year of Ascendancy at 18:30 see stats
By Brutelf the Thalore Brawler level 17
74th Haze 122nd year of Ascendancy at 11:50 see stats
By Brutelf the Thalore Brawler level 36
47th Haze 123rd year of Ascendancy at 06:09 see stats
By Brutelf the Thalore Brawler level 20
3rd Decay 122nd year of Ascendancy at 03:39 see stats
By Brutelf the Thalore Brawler level 45
13rd Pyre 124th year of Ascendancy at 05:24 see stats
By Brutelf the Thalore Brawler level 10
9th Flare 122nd year of Ascendancy at 11:11 see stats
By Brutelf the Thalore Brawler level 20
1st Decay 122nd year of Ascendancy at 22:41 see stats
By Brutelf the Thalore Brawler level 30
65th Pyre 123rd year of Ascendancy at 00:57 see stats
By Brutelf the Thalore Brawler level 40
5th Regrowth 124th year of Ascendancy at 09:58 see stats
By Brutelf the Thalore Brawler level 32
6th Flare 123rd year of Ascendancy at 12:04 see stats
By Brutelf the Thalore Brawler level 46
16th Pyre 124th year of Ascendancy at 07:21 see stats
By Brutelf the Thalore Brawler level 12
52nd Dusk 122nd year of Ascendancy at 08:42 see stats
By Brutelf the Thalore Brawler level 37
76th Haze 123rd year of Ascendancy at 13:37 see stats
By Brutelf the Thalore Brawler level 27
23rd Pyre 123rd year of Ascendancy at 00:45 see stats
By Brutelf the Thalore Brawler level 34
23rd Dusk 123rd year of Ascendancy at 09:07 see stats
By Brutelf the Thalore Brawler level 25
75th Regrowth 123rd year of Ascendancy at 01:57 see stats
By Brutelf the Thalore Brawler level 12
58th Dusk 122nd year of Ascendancy at 09:11 see stats
By Brutelf the Thalore Brawler level 44
72nd Regrowth 124th year of Ascendancy at 13:59 see stats
By Brutelf the Thalore Brawler level 36
44th Haze 123rd year of Ascendancy at 06:41 see stats
By Brutelf the Thalore Brawler level 44
72nd Regrowth 124th year of Ascendancy at 13:34 see stats
By Brutelf the Thalore Brawler level 10
2nd Dusk 122nd year of Ascendancy at 07:00 see stats
By Brutelf the Thalore Brawler level 23
48th Regrowth 123rd year of Ascendancy at 23:12 see stats
By Brutelf the Thalore Brawler level 37
68th Haze 123rd year of Ascendancy at 04:30 see stats
By Brutelf the Thalore Brawler level 14
71st Dusk 122nd year of Ascendancy at 08:17 see stats
By Brutelf the Thalore Brawler level 11
11st Dusk 122nd year of Ascendancy at 10:24 see stats
By Brutelf the Thalore Brawler level 11
11st Dusk 122nd year of Ascendancy at 10:24 see stats
By Brutelf the Thalore Brawler level 31
72nd Pyre 123rd year of Ascendancy at 06:08 see stats
Log
Dire wolf rushes out!
Dire wolf misses Brutelf.
Brutelf performs a melee critical strike against Dire wolf!
Dire wolf slows down.
Brutelf throws Dire wolf to the ground!
Dire wolf is dazed!
Brutelf hits Dire wolf for 465 physical, 12 light, 5 acid, 46 darkness, 15 nature, 42 mind, 17 nature (603 total damage).
Brutelf hits Venom drake hatchling for 17 nature damage.
Brutelf throws two quick punches.
Brutelf performs a melee critical strike against Dire wolf!
Dire wolf is not dazed anymore.
Brutelf performs a melee critical strike against Dire wolf!
Brutelf performs a melee critical strike against Dire wolf!
Brutelf performs a melee critical strike against Dire wolf!
Brutelf hits Dire wolf for 546 physical damage.
Brutelf hits Venom drake hatchling for 17 nature, 17 nature, 17 nature, 17 nature (67 total damage).
Brutelf killed Dire wolf!
Brutelf performs a melee critical strike against Venom drake hatchling!
Venom drake hatchling slows down.
Brutelf performs a melee critical strike against Venom drake hatchling!
Venom drake hatchling hits Brutelf for (2 resist armour), 0 acid, (2 resist armour), 0 acid (0 total damage).
Brutelf hits Venom drake hatchling for 17 nature, 17 nature (33 total damage).
Brutelf hits Venom drake hatchling for 466 physical, 12 light, 0 acid, 46 darkness, 15 nature, 37 mind, 17 nature, 490 physical (1083 total damage).
Brutelf hits Venom drake hatchling for 17 nature, 17 nature (33 total damage).
Brutelf killed Venom drake hatchling!
Brutelf deactivates Exploit Weakness.
Brutelf deactivates Striking Stance.