











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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:
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Writhing One |
Level / Exp | 50 / 63% |
Size | medium |
Lifes / Deaths | Killed by Aduth the minotaur at level 13 on the 17th Haze 122nd year of Ascendancy at 02:27 / 2Killed by luminous horror at level 50 on the 17th Pyre 124th year of Ascendancy at 21:54 |
Primary Stats
Strength | 99 (base 65) |
Dexterity | 46 (base 32) |
Constitution | 45 (base 16) |
Magic | 81 (base 66) |
Willpower | 41 (base 10) |
Cunning | 81 (base 60) |
Resources
Life | -372/1365 |
Mana | 0/624 |
Insanity | 100/100 |
Positive | 0/197 |
Healing Factor | 1.2441860465116 |
Regeneration | 7.6517441860465 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +41.31788189224% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -999 |
Infravision | 9 |
See Stealth | 79.249867729002 |
See Invisible | 79.249867729002 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 210 |
Accuracy | 62 |
Crit Chance | 47% |
APR | 11 |
Speed | 0.91 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Blight | +41% |
Arcane | +66% |
Cold | +17% |
All | +13% |
Darkness | +54% |
Light | +21% |
Temporal | +30% |
Physical | +44% |
Mind | +28% |
Fire | +17% |
Lightning | +17% |
Offense: Damage Penetration
Darkness | +16% |
Light | -15% |
Temporal | -10% |
Blight | +16% |
Arcane | -10% |
All | -20% |
Defense: Base
Armour (hardiness) | 117 (100%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 23 |
Physical Save | 57 |
Spell Save | 57 |
Mental Save | 57 |
Defense: Resistances
Acid | + 69%( 70%) |
Blight | + 58%( 70%) |
Arcane | + 59%( 70%) |
Cold | + 55%( 70%) |
All | + 23%( 70%) |
Mind | + 28%( 70%) |
Lightning | + 46%( 70%) |
Light | + 51%( 80%) |
Temporal | + 35%( 70%) |
Physical | + 35%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 65%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Disarm Resistance | 50% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Silence Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 28% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 584 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 740 damage for 6 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 689% 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 505 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Disfigured face | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Demented / Slow death | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Demented / Tentacles | 1.50 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Path of horror | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Celestial / Light | 0.80 |
| 1/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chaos Orbs |
beneficial effect | Digesting radiant horror. Digesting |
beneficial effect | 2 stacks, +6% to all damage dealt. Chaos Orbs |
beneficial effect | Empowered by the fear of its foes, darkness and blight damage penetration increased by 36%. Glimpse of True Horror |
beneficial effect | The target is recovering 36 life each turn. Recovery |
beneficial effect | Life leech 40% chance, 12% power. Inner Tentacles |
beneficial effect | 2 pustules increasing resistance by 8%. Putrescent Pustule |
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now 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 successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Constitution by +1. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Cunning by +1. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Cunning by +1. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Minotaur. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 1184. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * 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 you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | ![]() Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 17.5 - 21.0 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Damage (Ranged): +9 darkness Damage against: +7% Living Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 8 power out of 15/15) : Effective talent level: 3.0 Power cost: 8 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 257.14 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Tool | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 12 power out of 25/25) : Effective talent level: 5.0 Power cost: 12 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +23 (+6 eff.) Physical crit. chance: +1.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +2 Str / +10 Dex / +10 Cun Changes resistances: +24% acid / +30% lightning / +20% arcane / +30% fire / +6% mind / +22% cold Changes damage: +20% arcane / +15% mind Stun/Freeze immunity: +50% Life regen: +3.90 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 5 power out of 6/6) : Effective talent level: 5.2 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 321.19 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 15% chance to inflict 15% damage reduction Effects when hit in melee: * 33% chance to inflict 15% damage reduction * 37% chance to disease Changes stats: +4 Wil Changes resistances: +7% light / +15% darkness Changes damage: +3% arcane Maximum encumbrance: +55 Mental save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
On hands | ![]() 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: Armour: +3 Effects on melee hit: * 35% chance to corrode armour by 30% * 20% chance to cause random gloom Damage (Melee): 15 blight / 32 darkness / 39 mind Changes stats: +10 Str / +4 Dex / +4 Wil / +5 Cun / +5 Con Changes resistances: +10% blight / +6% acid Changes resistances penetration: +10% temporal Changes damage: +10% blight Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+5 eff.) Mental save: -5 (-1 eff.) Disarm immunity: +50% Mindpower: +10 (+3 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 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% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +35 Defense: +25 (+9 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+5 eff.) Spell save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 12 power out of 15/15) : Effective talent level: 3.6 Power cost: 12 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 22 power out of 28/28) : Effective talent level: 2.4 Power cost: 22 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 174.59 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Wil / +5 Mag Changes resistances: +3% nature Changes resistances penetration: +5% light Changes damage: +7% physical / +7% temporal / +8% darkness / +8% light Physical save: +18 (+5 eff.) Spell save: +19 (+5 eff.) Mental save: +34 (+9 eff.) Confusion immunity: +16% Psi when hit: +0.04 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Mindpower: +13 (+3 eff.) Light radius: +3 Amulets can have magical properties. |
Inventory
![]() controlled phase door rune (range 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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. |
![]() restful stralite amulet of soulsearing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes damage: +13% blight / +13% fire Critical mult.: +14.00% Life regen: +2.50 Spellpower: +9 (+2 eff.) Amulets can have magical properties. |
![]() starseer's stralite amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes damage: +6% physical / +6% temporal / +7% darkness / +5% light Spellpower: +4 (+1 eff.) Spell crit. chance: +6% 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 8 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. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+4 eff.) Damage when hit (Melee): 4 arcane Changes stats: +6 Dex / +9 Wil / +17 Cun Critical mult.: +10.00% Mana when firing critical spell: +2.00 Mindpower: +10 (+3 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Shield defense +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Pugilism +0.30 Technique / Superiority +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() stralite ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +13 (+5 eff.) Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 31 cooldown : Effective talent level: 4.0 Power cost: 31 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 38% for 5 turns. Rings can have magical properties. |
![]() balanced voratun battleaxe of massacre (72-108 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Defense: +12 (+5 eff.) Disarm immunity: +66% Massive two-handed battleaxes. |
![]() insidious voratun battleaxe of torment (58-87 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +65 insidious poison When wielded/worn: Changes resistances penetration: +16% mind / +16% darkness Massive two-handed battleaxes. |
![]() inquisitor's stralite greatmaul of rage (53-79.5 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 27 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +6 Str Changes damage: +10% physical Stamina when hit: +2.00 Massive two-handed mauls. |
![]() stralite greatmaul of evisceration (51.5-77.25 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.5 - 77.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 25 bleeding, 76% reduced healing When wielded/worn: Physical crit. chance: +14.0% Physical power: +10 (+1 eff.) Massive two-handed mauls. |
![]() truestriking voratun greatmaul of crippling (69.5-104.25 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +16 Physical crit. chance: +13.0% Changes resistances penetration: +16% physical Massive two-handed mauls. |
![]() voratun greatmaul of corruption (68.5-102.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 16% chance to inflict 15% damage reduction * 20% chance to curse the target Massive two-handed mauls. |
![]() flaming stralite greatsword of daylight (47.5-76 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 light Burst (radius 1) on hit: +19 fire Damage against: +20% Undead Massive two-handed swords. |
![]() dragonbone longbow 'Brodynik' Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +21 acid When wielded/worn: Accuracy: +17 (+5 eff.) Physical crit. chance: +15.0% Changes stats: +2 Wil Changes resistances penetration: +15% temporal / +15% physical Changes damage: +27% acid / +29% physical / +12% temporal Talent cooldown: Arrow Stitching (-1 turn) Critical mult.: +10.00% Maximum vim: +10.00 Resist all after a teleport: +6% New effects duration reduction after a teleport: +10% Longbows are used to shoot arrows at your foes. |
![]() arcing stralite longsword of daylight (32.5-45.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 light / +16 lightning Damage against: +18% Undead Sharp, long, and deadly. |
![]() elemental stralite longsword of nature (34.5-48.3 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +11% acid / +13% lightning / +12% fire / +9% nature / +14% cold Sharp, long, and deadly. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
![]() bloodlich's dragonbone vilestaff of projection (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: 130% 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 stats: +3 Mag / +4 Cun / +4 Con Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +20.00% Vim when firing critical spell: +4.00 Maximum vim: +43.00 Maximum neg.energy: +44.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +8% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 108.92 to 130.70 blight damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() bloodlich's elven-wood magestaff (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Cun / +5 Con Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Vim when firing critical spell: +5.00 Maximum vim: +43.00 Maximum neg.energy: +33.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() bloodlich's elven-wood starstaff of might (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Mag / +3 Cun / +6 Con Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +21.00% Vim when firing critical spell: +6.00 Maximum vim: +44.00 Maximum neg.energy: +36.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
![]() earthen dragonbone vilestaff of protection (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: 130% 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: Armour: +10 Armour Hardiness: +5% Changes resistances: +15% blight Changes damage: +30% blight Talent granted: +1 Command Staff Physical save: +12 (+4 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood magestaff of invocation (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +19 (+5 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 102.67 to 123.20 fire damage, putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal dragonbone starstaff of invocation (30-36 power, 6 apr, darkness 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: 130% 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: Defense: +20 (+8 eff.) Damage (Melee): 5 % chance of confusion Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +27 (+7 eff.) Spell crit. chance: +5% Damage Shield penetration: +30% It can be used to conjure elemental energy in a radius 10 cone, dealing 108.92 to 130.70 darkness damage, putting all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() greater dragonbone vilestaff of might (30-36 power, 6 apr, acid 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: 130% 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 / +30% fire / +30% darkness / +30% acid Talent granted: +1 Command Staff Spellpower: +21 (+5 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
![]() potent dragonbone vilestaff of greater warding (36-43.2 power, 6 apr, darkness 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: 36.0 - 43.2 Uses stat: 130% 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: Armour: +10 Defense: +9 (+4 eff.) Maximum wards: +3 darkness Changes damage: +36% darkness Talents granted: +1 Command Staff +2 Ward Spellpower: +18 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's dragonbone magestaff of channeling (30-36 power, 6 apr, lightning 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: 130% 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 resistances: +6% darkness / +11% temporal Changes damage: +30% lightning Talent granted: +1 Command Staff Mana each turn: +0.25 Spellpower: +25 (+6 eff.) Spell crit. chance: +5% Defense after a teleport: +35 Resist all after a teleport: +11% New effects duration reduction after a teleport: +30% Reduces paradox anomalies(equivalent to willpower): +17 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 23 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() insidious stralite waraxe of the leech (34.5-48.3 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.5 - 48.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 12% * leeches stamina from the target Damage (Melee): +41 insidious poison When wielded/worn: Damage when hit (Melee): 8 nature slow One-handed war axes. |
![]() 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. |
![]() blurring drakeskin leather belt of life Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +22 (+8 eff.) Stealth bonus: +15 Life regen: +2.00 Healing mod.: +21% A belt that goes around your waist. |
![]() reinforced drakeskin leather belt of dampening Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +11 Defense: +15 (+6 eff.) Changes resistances: +8% acid / +8% fire / +8% cold / +7% lightning Physical save: +21 (+6 eff.) A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +3 Str / +3 Cun / +1 Con Changes resistances: +9% acid / +16% light / +25% fire / +7% lightning / +8% cold Changes damage: +12% blight Stealth bonus: +10 Mental save: +3 (+1 eff.) Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() elven-silk cloak of the voidstalker (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +11% darkness / +28% temporal Defense after a teleport: +21 Resist all after a teleport: +12% New effects duration reduction after a teleport: +19% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 8 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() spellcowled elven-silk cloak of Iron Throne (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 (+2 eff.) Changes stats: +3 Str / +4 Mag / +2 Wil / +3 Con Spell save: +13 (+4 eff.) Maximum mana: +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Damage when hit (Melee): 8 arcane Changes stats: +5 Str / +6 Cun / +5 Con Changes resistances: +15% acid / +30% fire / +28% cold / +15% lightning Changes damage: +9% blight / +6% light / +3% arcane Grants telepathy: Humanoid/Orc Physical save: +18 (+5 eff.) Mental save: +24 (+7 eff.) Spellpower: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Wil / +8 Mag Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() pair of voratun boots (0 def, 5 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Spellhunt Remnants (4 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +4% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() spellstreaming voratun gauntlets of dexterity (+6) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +3 Changes stats: +6 Dex Mana each turn: +0.21 Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+3 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% fire / +10% physical Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 35 power out of 45/45) : Effective talent level: 3.0 Power cost: 35 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 181.28 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() leafwalker's drakeskin leather cap (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +9% nature Spell save: +3 (+1 eff.) Maximum life: +63.00 Healing mod.: +21% A cap made of leather. |
![]() stabilizing elven-silk wizard hat of knowledge (3 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +5 Cun / +11 Wil Physical save: +8 (+3 eff.) Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() werebeast's drakeskin leather cap of strength (+9) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +4 Dex / +2 Cun / +2 Con Changes resistances: -22% light Life regen: +5.40 A cap made of leather. |
![]() enlightening stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes stats: +6 Cun / +4 Wil Mental save: +15 (+5 eff.) A suit of armour made of mail. |
![]() enlightening voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Changes stats: +6 Cun / +6 Wil Mental save: +12 (+4 eff.) A suit of armour made of mail. |
![]() hardened voratun mail armour of implacability (5 def, 26 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +26 Defense: +5 (+3 eff.) Fatigue: +8% Changes resistances: +9% acid / +9% physical / +8% cold / +9% fire / +9% lightning Physical save: +9 (+3 eff.) A suit of armour made of mail. |
![]() drakeskin leather armour of the void (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Damage (Melee): 7 darkness Damage (Ranged): 8 darkness Changes resistances: +30% darkness / +23% temporal Defense after a teleport: +17 Resist all after a teleport: +16% New effects duration reduction after a teleport: +24% It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 20 turns. A suit of armour made of leather. |
![]() enlightening voratun plate armour of fire resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +7 Cun / +6 Wil Changes resistances: +20% fire Mental save: +21 (+6 eff.) A suit of armour made of metal plates. |
![]() enlightening voratun plate armour of spell shielding (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +8 Cun / +6 Wil Changes resistances: +8% arcane Spell save: +22 (+6 eff.) Mental save: +14 (+4 eff.) A suit of armour made of metal plates. |
![]() searing voratun plate armour of implacability (9 def, 25 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +9 (+4 eff.) Fatigue: +19% Damage (Melee): 13 acid / 13 fire Damage when hit (Melee): 12 acid / 14 fire Changes resistances: +30% acid / +15% fire Physical save: +11 (+4 eff.) A suit of armour made of metal plates. |
![]() voratun plate armour of implacability (9 def, 23 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +9 (+4 eff.) Fatigue: +16% Physical save: +5 (+2 eff.) A suit of armour made of metal plates. |
![]() Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+6 eff.) Ranged Defense: +14 (+6 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() cosmic stralite shield of mind resistance (+13%) (10 def, 2 armour, 136 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Changes resistances: +14% mind / +13% light / +6% darkness Talent granted: +4 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() impervious stralite shield of resistance (10 def, 12 armour, 245.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+4 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Changes stats: +5 Con Changes resistances: +10% acid / +8% fire / +11% cold / +9% lightning Talent granted: +4 Block Physical save: +9 (+3 eff.) Handheld deflection devices. |
![]() living voratun shield of acid resistance (+15%) (12 def, 3 armour, 201 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Damage when hit (Melee): 20 nature Changes resistances: +15% blight / +15% nature / +24% acid Talent granted: +5 Block Maximum life: +93.00 Handheld deflection devices. |
![]() scouring stralite shield of earthen fury (10 def, 11 armour, 145 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +11 Armour Hardiness: +9% Defense: +10 (+4 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 21% chance to reduce effective powers by 20% * 22 arcane resource burn Changes stats: +6 Con Changes resistances: +13% acid / +17% physical / +13% nature Talent granted: +4 Block Handheld deflection devices. |
![]() plaguebringer's quiver of dragonbone arrows of crippling (21/21, 53-74.2 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +20.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 21% chance to disease On weapon crit: * cripple the target Damage (Ranged): +20 blight Arrows are used with bows to pierce your foes to death. |
![]() plaguebringer's quiver of dragonbone arrows of warping (23/23, 52-72.8 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 14% chance to disease * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +24 blight / +18 physical / +26 temporal Arrows are used with bows to pierce your foes to death. |
![]() 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Maximum life: +38.00 Maximum stamina: +23.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 16 power out of 25/25) : Effective talent level: 3.0 Power cost: 16 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 77 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 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. |
![]() 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 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 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 155 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 592.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 20 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() storming pouch of stralite shots of annihilation (18/18, 47.5-57 power, 11 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 47.5 - 57.0 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Crit. chance: +11.5% Capacity: 18 Travel speed: +200% Damage (Ranged): +20 lightning Burst (radius 2) on crit: +11 lightning Shots are used with slings to pummel your foes to death. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() overpowered voratun torque of mindblast [power 469] (7 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to fire a blast of psionic energies in a range 7 beam dealing 264.98 to 529.97 mind damage, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
![]() overpowered dragonbone totem of thorny skin [power 142] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 142 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() shadowy dragonbone wand of firewall [power 265] (5 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to creates a wall of flames lasting 4 turns (dealing 310 fire damage overall), putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 8 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: 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: 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 / 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. |
Achievements
By Shagnasty the Cornac Writhing One level 33
63rd Pyre 123rd year of Ascendancy at 10:47 see stats
By Shagnasty the Cornac Writhing One level 32
58th Pyre 123rd year of Ascendancy at 06:17 see stats
By Shagnasty the Cornac Writhing One level 39
35th Dusk 123rd year of Ascendancy at 20:16 see stats
By Shagnasty the Cornac Writhing One level 45
29th Regrowth 124th year of Ascendancy at 08:27 see stats
By Shagnasty the Cornac Writhing One level 38
32nd Dusk 123rd year of Ascendancy at 16:35 see stats
By Shagnasty the Cornac Writhing One level 43
3rd Allure 124th year of Ascendancy at 22:46 see stats
By Shagnasty the Cornac Writhing One level 22
50th Regrowth 123rd year of Ascendancy at 23:57 see stats
By Shagnasty the Cornac Writhing One level 34
9th Mirth 123rd year of Ascendancy at 08:52 see stats
By Shagnasty the Cornac Writhing One level 47
73rd Regrowth 124th year of Ascendancy at 20:05 see stats
By Shagnasty the Cornac Writhing One level 37
29th Dusk 123rd year of Ascendancy at 05:04 see stats
By Shagnasty the Cornac Writhing One level 39
35th Dusk 123rd year of Ascendancy at 18:58 see stats
By Shagnasty the Cornac Writhing One level 23
61st Regrowth 123rd year of Ascendancy at 10:15 see stats
By Shagnasty the Cornac Writhing One level 20
19th Regrowth 123rd year of Ascendancy at 02:42 see stats
By Shagnasty the Cornac Writhing One level 25
37th Pyre 123rd year of Ascendancy at 17:24 see stats
By Shagnasty the Cornac Writhing One level 41
65th Haze 123rd year of Ascendancy at 21:37 see stats
By Shagnasty the Cornac Writhing One level 42
8th Decay 123rd year of Ascendancy at 11:07 see stats
By Shagnasty the Cornac Writhing One level 19
8th Allure 123rd year of Ascendancy at 02:40 see stats
By Shagnasty the Cornac Writhing One level 10
6th Mirth 122nd year of Ascendancy at 13:49 see stats
By Shagnasty the Cornac Writhing One level 20
18th Regrowth 123rd year of Ascendancy at 14:26 see stats
By Shagnasty the Cornac Writhing One level 30
53rd Pyre 123rd year of Ascendancy at 08:26 see stats
By Shagnasty the Cornac Writhing One level 40
49th Dusk 123rd year of Ascendancy at 22:15 see stats
By Shagnasty the Cornac Writhing One level 50
16th Pyre 124th year of Ascendancy at 16:00 see stats
By Shagnasty the Cornac Writhing One level 45
29th Regrowth 124th year of Ascendancy at 14:09 see stats
By Shagnasty the Cornac Writhing One level 48
5th Pyre 124th year of Ascendancy at 09:29 see stats
By Shagnasty the Cornac Writhing One level 13
40th Dusk 122nd year of Ascendancy at 20:20 see stats
By Shagnasty the Cornac Writhing One level 34
74th Pyre 123rd year of Ascendancy at 19:12 see stats
By Shagnasty the Cornac Writhing One level 43
24th Regrowth 124th year of Ascendancy at 07:50 see stats
By Shagnasty the Cornac Writhing One level 30
53rd Pyre 123rd year of Ascendancy at 23:56 see stats
By Shagnasty the Cornac Writhing One level 38
29th Dusk 123rd year of Ascendancy at 06:22 see stats
By Shagnasty the Cornac Writhing One level 50
17th Pyre 124th year of Ascendancy at 21:54 see stats
By Shagnasty the Cornac Writhing One level 10
9th Mirth 122nd year of Ascendancy at 06:03 see stats
By Shagnasty the Cornac Writhing One level 25
37th Pyre 123rd year of Ascendancy at 00:41 see stats
By Shagnasty the Cornac Writhing One level 18
5th Decay 122nd year of Ascendancy at 04:56 see stats
By Shagnasty the Cornac Writhing One level 11
3rd Flare 122nd year of Ascendancy at 17:28 see stats
By Shagnasty the Cornac Writhing One level 16
26th Haze 122nd year of Ascendancy at 09:50 see stats
By Shagnasty the Cornac Writhing One level 40
54th Haze 123rd year of Ascendancy at 22:03 see stats
By Shagnasty the Cornac Writhing One level 18
4th Decay 122nd year of Ascendancy at 10:01 see stats
By Shagnasty the Cornac Writhing One level 29
51st Pyre 123rd year of Ascendancy at 13:16 see stats
By Shagnasty the Cornac Writhing One level 19
8th Allure 123rd year of Ascendancy at 00:01 see stats
By Shagnasty the Cornac Writhing One level 13
17th Haze 122nd year of Ascendancy at 02:27 see stats
By Shagnasty the Cornac Writhing One level 30
56th Pyre 123rd year of Ascendancy at 17:52 see stats
Log
Luminous horror HEALS from fire damage!
Luminous horror reflects damage back to Something!
Luminous horror HEALS from light damage!
Luminous horror HEALS from fire damage!
Something hits Luminous horror for 35 fire, 25 healing, 0 light, 21 healing, 33 physical (67 total damage) [46 healing].
Something hits Luminous horror for 31 fire, 23 healing, 0 light, 19 healing, 30 physical (61 total damage) [42 healing].
Luminous horror hits Something for 0 fire, 13 healing, 0 light, 14 physical (14 total damage) [13 healing].
Luminous horror hits Something for 0 fire, 12 healing, 0 light, 12 physical (12 total damage) [12 healing].
Luminous horror reflects damage back to Something!
Luminous horror HEALS from light damage!
Something hits Luminous horror for 0 light, 13 healing (0 total damage) [13 healing].
Luminous horror hits Something for 0 light damage.
Shagnasty casts Tendrils Eruption.
You collect a new ingredient: pouch of luminous horror dust (1).
Shagnasty performs a melee critical strike against Something!
Shagnasty shrugs off the critical damage!
You collect a new ingredient: pouch of luminous horror dust (1).
Shagnasty performs a melee critical strike against Something!
You collect a new ingredient: pouch of luminous horror dust (1).
Shagnasty shrugs off the critical damage!
Shagnasty is recovering from the damage!
Shagnasty performs a melee critical strike against Something!
Shagnasty performs a melee critical strike against Something!
Luminous horror is lost in despair!
New Achievement: That was close (Roguelike)!
You collect a new ingredient: pouch of luminous horror dust (1).
Shagnasty performs a melee critical strike against Something!
You collect a new ingredient: pouch of luminous horror dust (1).
Saving game...