











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. 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.
Playable Naloren Race 1.5.10Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Devil's Due Malleus Inquisitare Class Addon 1.1.6During the spellblaze it took a special kind of Even More Blazblue Character Icons 1.5.5Adds even more, cleaner chibi custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. 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:
Crossbows Fork 1.3.3Adds Crossbows and Bolts. Both require Strength to equip. Crossbows use Bow mastery and should work with talents that require a bow. Bolts do less damage than Arrows but have slightly more crit and much higher APR. Bolts have 70% Str 30% Dex modifier. Bolts also have smaller quivers. Crossbows fire slower than Longbows and have an APR accurcy bonus rather tha a crit bonus. Crossbows pick up Longbow egos and Bolts pick up Ammo egos. They will drop from NPCs and be availabe from merchants. Arcanum Class Pack 1.5.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Blazblue Character Icons 1.5.5Adds a bunch of "simpler" chibi character custom tiles from the Blazblue series. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Pepper Pack 1.4.8Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Tinker Tinkering 1.3.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Items Vault 1.5.0Donators/Buyers bonus! Gladiator 1.4.8Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Pure Aether gets affinity 1.0.0Pure Aether buff. 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:
Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Hyperdimension Neptunia Character Icons 1.5.5Adds some very clean chibi custom tiles from the Hyperdimension Neptunia series of video games. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Credits to Yurax-Mae for sending these my way, as they are freebies for personal and non-commercial use Adjustable Levelup - t155 1.5.5Allows modification of leveling. Can modify stat gain, talent gain, category gain, life gain, and more. If you would like to be able to modify other values post them in the comments. Inspired by Asellia's adjustable_level_points addon. Syro's edits: Added some changes that were added up to the game version 1.5.5, like hide categories button. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ghoul MultiFork - Neg. Healing Mod Instead of Neg. Speed, also Ghoul Buff + Ghouls Dont Breathe Tinker Fix 1.5.5Replaces the Ghoul Global Speed Penalty of the default 1.5.5 game with a starting healing mod of 51% (compared to normal). Also includes Ghouls Don't Breathe features (thanks blortad) with an added fix I made so tinker inscriptions (Embers of Rage DLC feature unlocked in original campaign) don't get overwritten. Ghoul Buff (thanks StarKeep and of course DarkGod) is included in its entirety: Ghoul Buff: Ghoul MultiFork general details: NOT COMPATIBLE WITH: Race Rebalancing Addon aka RACISM, Ghoul Buff addon, Ghouls Dont Breathe addon, Ghoul Global Speed Tweak addon because they change similar things. ADDON PRIORITY (Load order): 1000 This addon OVERLOADS the Ghoul racial skills file to add the 1% healing mod bonus per level and incorporate the Ghoul Buff features: This addon also uses a 'ToME:load' HOOK to change the default ghoul global speed to 100%, to remove the requirement for ghouls to breathe, to set the basic healing factor, and to change the character creation text. Diversity Mod 1.4.9Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Madness Exploration |
Sex | Female |
Race | Cornac |
Class | Writhing One |
Level / Exp | 41 / 90% |
Size | huge |
Lifes / Deaths | Killed by dendritic hemospinner at level 3 on the 75th Pyre 122nd year of Ascendancy at 00:50 / 179Killed by dendritic hemospinner at level 3 on the 75th Pyre 122nd year of Ascendancy at 12:10 Killed by dendritic hemospinner at level 4 on the 76th Pyre 122nd year of Ascendancy at 07:28 Killed by Ivybreta the plasmic disruptor at level 4 on the 76th Pyre 122nd year of Ascendancy at 17:05 Killed by Ivybreta the plasmic disruptor at level 4 on the 76th Pyre 122nd year of Ascendancy at 18:03 Killed by Ivybreta the plasmic disruptor at level 4 on the 76th Pyre 122nd year of Ascendancy at 18:52 Killed by Ivybreta the plasmic disruptor at level 4 on the 76th Pyre 122nd year of Ascendancy at 20:37 Killed by Ivybreta the plasmic disruptor at level 4 on the 76th Pyre 122nd year of Ascendancy at 22:12 Killed by Ivybreta the plasmic disruptor at level 4 on the 76th Pyre 122nd year of Ascendancy at 22:20 Killed by cutpurse at level 6 on the 5th Mirth 122nd year of Ascendancy at 10:51 Killed by rogue at level 6 on the 5th Mirth 122nd year of Ascendancy at 13:53 Killed by cutpurse at level 6 on the 5th Mirth 122nd year of Ascendancy at 17:39 Killed by cutpurse at level 6 on the 5th Mirth 122nd year of Ascendancy at 18:02 Killed by bladestorm construct at level 6 on the 5th Mirth 122nd year of Ascendancy at 18:15 Killed by Xerinor the bandit at level 6 on the 5th Mirth 122nd year of Ascendancy at 21:12 Killed by Xerinor the bandit at level 6 on the 5th Mirth 122nd year of Ascendancy at 23:12 Killed by Xerinor the bandit at level 6 on the 6th Mirth 122nd year of Ascendancy at 01:48 Killed by Adathra the cutpurse at level 6 on the 6th Mirth 122nd year of Ascendancy at 03:01 Killed by Adathra the cutpurse at level 6 on the 6th Mirth 122nd year of Ascendancy at 03:15 Killed by Adathra the cutpurse at level 6 on the 6th Mirth 122nd year of Ascendancy at 04:58 Killed by Adathra the cutpurse at level 6 on the 6th Mirth 122nd year of Ascendancy at 05:23 Killed by Adathra the cutpurse at level 6 on the 6th Mirth 122nd year of Ascendancy at 07:16 Killed by Adathra the cutpurse at level 6 on the 6th Mirth 122nd year of Ascendancy at 08:58 Killed by Adathra the cutpurse at level 6 on the 6th Mirth 122nd year of Ascendancy at 10:43 Killed by Adathra the cutpurse at level 6 on the 6th Mirth 122nd year of Ascendancy at 12:31 Killed by bandit at level 7 on the 6th Mirth 122nd year of Ascendancy at 14:46 Killed by Xerinor the bandit at level 7 on the 6th Mirth 122nd year of Ascendancy at 16:48 Killed by Xerinor the bandit at level 7 on the 6th Mirth 122nd year of Ascendancy at 18:11 Killed by Xerinor the bandit at level 7 on the 6th Mirth 122nd year of Ascendancy at 20:04 Killed by Xerinor the bandit at level 7 on the 6th Mirth 122nd year of Ascendancy at 21:48 Killed by cutpurse at level 7 on the 6th Mirth 122nd year of Ascendancy at 23:24 Killed by bandit at level 7 on the 7th Mirth 122nd year of Ascendancy at 00:48 Killed by cutpurse at level 7 on the 7th Mirth 122nd year of Ascendancy at 01:24 Killed by bandit at level 7 on the 7th Mirth 122nd year of Ascendancy at 02:48 Killed by fire drake hatchling at level 14 on the 2nd Dusk 122nd year of Ascendancy at 22:02 Killed by Nerima the forest wight at level 14 on the 3rd Dusk 122nd year of Ascendancy at 02:34 Killed by Nerima the forest wight at level 14 on the 3rd Dusk 122nd year of Ascendancy at 06:15 Killed by dread at level 14 on the 3rd Dusk 122nd year of Ascendancy at 10:01 Killed by Nerima the forest wight at level 15 on the 3rd Dusk 122nd year of Ascendancy at 13:34 Killed by Neruminne the giant lightning ant at level 15 on the 3rd Dusk 122nd year of Ascendancy at 16:49 Killed by Neruminne the giant lightning ant at level 15 on the 3rd Dusk 122nd year of Ascendancy at 17:06 Killed by Neruminne the giant lightning ant at level 15 on the 3rd Dusk 122nd year of Ascendancy at 21:39 Killed by Neruminne the giant lightning ant at level 15 on the 4th Dusk 122nd year of Ascendancy at 01:11 Killed by rattlesnake at level 15 on the 4th Dusk 122nd year of Ascendancy at 01:45 Killed by Xanelle the giant netherworm at level 15 on the 4th Dusk 122nd year of Ascendancy at 05:26 Killed by Neruminne the giant lightning ant at level 15 on the 4th Dusk 122nd year of Ascendancy at 08:49 Killed by Neruminne the giant lightning ant at level 15 on the 4th Dusk 122nd year of Ascendancy at 09:24 Killed by Neruminne the giant lightning ant at level 15 on the 4th Dusk 122nd year of Ascendancy at 10:22 Killed by Nerima the forest wight at level 15 on the 4th Dusk 122nd year of Ascendancy at 10:43 Killed by Neruminne the giant lightning ant at level 15 on the 4th Dusk 122nd year of Ascendancy at 11:22 Killed by Neruminne the giant lightning ant at level 15 on the 4th Dusk 122nd year of Ascendancy at 14:43 Killed by Nerima the forest wight at level 15 on the 4th Dusk 122nd year of Ascendancy at 14:49 Killed by Neruminne the giant lightning ant at level 15 on the 4th Dusk 122nd year of Ascendancy at 18:19 Killed by Voruriata the giant black ant at level 15 on the 4th Dusk 122nd year of Ascendancy at 21:46 Killed by Neruminne the giant lightning ant at level 15 on the 5th Dusk 122nd year of Ascendancy at 01:18 Killed by Neruminne the giant lightning ant at level 15 on the 5th Dusk 122nd year of Ascendancy at 02:10 Killed by Neruminne the giant lightning ant at level 15 on the 5th Dusk 122nd year of Ascendancy at 02:41 Killed by Neruminne the giant lightning ant at level 15 on the 5th Dusk 122nd year of Ascendancy at 03:17 Killed by Neruminne the giant lightning ant at level 15 on the 5th Dusk 122nd year of Ascendancy at 06:47 Killed by Neruminne the giant lightning ant at level 15 on the 5th Dusk 122nd year of Ascendancy at 07:18 Killed by Neruminne the giant lightning ant at level 15 on the 5th Dusk 122nd year of Ascendancy at 07:57 Killed by Neruminne the giant lightning ant at level 15 on the 5th Dusk 122nd year of Ascendancy at 08:16 Killed by Neruminne the giant lightning ant at level 15 on the 5th Dusk 122nd year of Ascendancy at 09:09 Killed by Neruminne the giant lightning ant at level 15 on the 5th Dusk 122nd year of Ascendancy at 12:58 Killed by Neruminne the giant lightning ant at level 15 on the 5th Dusk 122nd year of Ascendancy at 16:26 Killed by Neruminne the giant lightning ant at level 15 on the 5th Dusk 122nd year of Ascendancy at 19:43 Killed by Neruminne the giant lightning ant at level 15 on the 5th Dusk 122nd year of Ascendancy at 20:11 Killed by giant venus flytrap at level 15 on the 11st Dusk 122nd year of Ascendancy at 23:26 Killed by midge swarm at level 16 on the 13rd Dusk 122nd year of Ascendancy at 05:10 Killed by Thziro the krog at level 17 on the 23rd Dusk 122nd year of Ascendancy at 20:49 Killed by Yvurin the golem at level 17 on the 27th Dusk 122nd year of Ascendancy at 23:21 Killed by Yvurin the golem at level 17 on the 28th Dusk 122nd year of Ascendancy at 02:54 Killed by Yvurin the golem at level 17 on the 28th Dusk 122nd year of Ascendancy at 07:03 Killed by golem at level 17 on the 28th Dusk 122nd year of Ascendancy at 11:00 Killed by golem at level 17 on the 28th Dusk 122nd year of Ascendancy at 14:31 Killed by golem at level 17 on the 28th Dusk 122nd year of Ascendancy at 16:40 Killed by Betydatha the golem at level 17 on the 28th Dusk 122nd year of Ascendancy at 21:07 Killed by Lisadheta the golem at level 17 on the 28th Dusk 122nd year of Ascendancy at 22:21 Killed by Jamdoon the krog at level 17 on the 44th Dusk 122nd year of Ascendancy at 01:03 Killed by Jamdoon the krog at level 17 on the 44th Dusk 122nd year of Ascendancy at 05:15 Killed by Jamdoon the krog at level 17 on the 44th Dusk 122nd year of Ascendancy at 09:54 Killed by Barunnd the krog at level 17 on the 44th Dusk 122nd year of Ascendancy at 14:18 Killed by Ggteur the halfling at level 17 on the 45th Dusk 122nd year of Ascendancy at 18:40 Killed by Ggteur the halfling at level 17 on the 45th Dusk 122nd year of Ascendancy at 22:05 Killed by Yrol the halfling at level 17 on the 46th Dusk 122nd year of Ascendancy at 02:09 Killed by Benitar the thalore at level 17 on the 46th Dusk 122nd year of Ascendancy at 02:18 Killed by treant at level 17 on the 46th Dusk 122nd year of Ascendancy at 02:55 Killed by Yrol the halfling at level 17 on the 46th Dusk 122nd year of Ascendancy at 06:28 Killed by Benitar the thalore at level 17 on the 46th Dusk 122nd year of Ascendancy at 09:58 Killed by Benitar the thalore at level 17 on the 46th Dusk 122nd year of Ascendancy at 11:01 Killed by Benitar the thalore at level 17 on the 46th Dusk 122nd year of Ascendancy at 12:13 Killed by Benitar the thalore at level 17 on the 46th Dusk 122nd year of Ascendancy at 13:32 Killed by storm wyrm at level 18 on the 57th Dusk 122nd year of Ascendancy at 16:47 Killed by ultimate gwelgoroth at level 18 on the 57th Dusk 122nd year of Ascendancy at 20:29 Killed by Salibrekira the snow giant at level 18 on the 58th Dusk 122nd year of Ascendancy at 01:04 Killed by Salibrekira the snow giant at level 18 on the 58th Dusk 122nd year of Ascendancy at 01:51 Killed by Urkis, the High Tempest at level 18 on the 58th Dusk 122nd year of Ascendancy at 03:48 Killed by Urkis, the High Tempest at level 18 on the 58th Dusk 122nd year of Ascendancy at 07:31 Killed by Urkis, the High Tempest at level 18 on the 58th Dusk 122nd year of Ascendancy at 10:56 Killed by cold drake at level 18 on the 58th Dusk 122nd year of Ascendancy at 11:28 Killed by ice wyrm at level 18 on the 58th Dusk 122nd year of Ascendancy at 11:58 Killed by Belyriana the snow giant at level 19 on the 58th Dusk 122nd year of Ascendancy at 15:35 Killed by cold drake at level 19 on the 58th Dusk 122nd year of Ascendancy at 17:57 Killed by Adith the cave bear at level 19 on the 58th Dusk 122nd year of Ascendancy at 18:32 Killed by Belyriana the snow giant at level 19 on the 58th Dusk 122nd year of Ascendancy at 19:04 Killed by Yvana the umber hulk at level 19 on the 58th Dusk 122nd year of Ascendancy at 19:42 Killed by Salibrekira the snow giant at level 19 on the 58th Dusk 122nd year of Ascendancy at 23:42 Killed by Belyriana the snow giant at level 19 on the 59th Dusk 122nd year of Ascendancy at 02:48 Killed by Belyriana the snow giant at level 19 on the 59th Dusk 122nd year of Ascendancy at 04:20 Killed by Belyriana the snow giant at level 19 on the 59th Dusk 122nd year of Ascendancy at 07:19 Killed by Islann the gwelgoroth at level 19 on the 59th Dusk 122nd year of Ascendancy at 10:28 Killed by Urkis, the High Tempest at level 19 on the 59th Dusk 122nd year of Ascendancy at 13:43 Killed by Urkis, the High Tempest at level 19 on the 59th Dusk 122nd year of Ascendancy at 16:37 Killed by Urkis, the High Tempest at level 19 on the 59th Dusk 122nd year of Ascendancy at 17:34 Killed by Urkis, the High Tempest at level 19 on the 59th Dusk 122nd year of Ascendancy at 20:38 Killed by Urkis, the High Tempest at level 19 on the 59th Dusk 122nd year of Ascendancy at 23:55 Killed by Urkis, the High Tempest at level 19 on the 60th Dusk 122nd year of Ascendancy at 02:49 Killed by Urkis, the High Tempest at level 19 on the 60th Dusk 122nd year of Ascendancy at 05:41 Killed by Urkis, the High Tempest at level 19 on the 60th Dusk 122nd year of Ascendancy at 08:31 Killed by Urkis, the High Tempest at level 19 on the 60th Dusk 122nd year of Ascendancy at 11:23 Killed by Urkis, the High Tempest at level 19 on the 60th Dusk 122nd year of Ascendancy at 14:17 Killed by Belyriana the snow giant at level 19 on the 60th Dusk 122nd year of Ascendancy at 17:09 Killed by Urkis, the High Tempest at level 19 on the 60th Dusk 122nd year of Ascendancy at 17:50 Killed by Urkis, the High Tempest at level 19 on the 60th Dusk 122nd year of Ascendancy at 18:46 Killed by Urkis, the High Tempest at level 19 on the 60th Dusk 122nd year of Ascendancy at 21:45 Killed by Urkis, the High Tempest at level 19 on the 61st Dusk 122nd year of Ascendancy at 00:35 Killed by Urkis, the High Tempest at level 19 on the 61st Dusk 122nd year of Ascendancy at 01:07 Killed by Urkis, the High Tempest at level 19 on the 61st Dusk 122nd year of Ascendancy at 04:06 Killed by Urkis, the High Tempest at level 19 on the 61st Dusk 122nd year of Ascendancy at 06:58 Killed by Urkis, the High Tempest at level 19 on the 61st Dusk 122nd year of Ascendancy at 09:50 Killed by Adyta the orc elite berserker at level 20 on the 62nd Dusk 122nd year of Ascendancy at 00:20 Killed by Adyta the orc elite berserker at level 20 on the 62nd Dusk 122nd year of Ascendancy at 02:56 Killed by Aerytta the storm drake at level 20 on the 62nd Dusk 122nd year of Ascendancy at 14:12 Killed by Rgbe the Bringer of Doom at level 21 on the 62nd Dusk 122nd year of Ascendancy at 23:27 Killed by worm that walks (servant of Fan Of Shar) at level 21 on the 64th Dusk 122nd year of Ascendancy at 02:36 Killed by Polymira the drem at level 21 on the 20th Haze 122nd year of Ascendancy at 23:36 Killed by Adiwyn the minotaur at level 21 on the 21st Haze 122nd year of Ascendancy at 03:13 Killed by Adiwyn the minotaur at level 21 on the 21st Haze 122nd year of Ascendancy at 04:52 Killed by Belyyanne the drem at level 21 on the 21st Haze 122nd year of Ascendancy at 07:45 Killed by Salenne the shadowblade at level 22 on the 21st Haze 122nd year of Ascendancy at 08:56 Killed by Beteriamina the vampire at level 22 on the 21st Haze 122nd year of Ascendancy at 17:28 Killed by Beteriamina the vampire at level 22 on the 21st Haze 122nd year of Ascendancy at 19:30 Killed by Salenne the shadowblade at level 22 on the 22nd Haze 122nd year of Ascendancy at 02:26 Killed by Salenne the shadowblade at level 22 on the 22nd Haze 122nd year of Ascendancy at 07:30 Killed by Lisybrema the half formed drem's temporal clone at level 22 on the 22nd Haze 122nd year of Ascendancy at 09:45 Killed by Lisybrema the half formed drem at level 22 on the 22nd Haze 122nd year of Ascendancy at 11:30 Killed by Salenne the shadowblade at level 23 on the 22nd Haze 122nd year of Ascendancy at 19:57 Killed by Salenne the shadowblade at level 23 on the 22nd Haze 122nd year of Ascendancy at 23:38 Killed by Bramai the human at level 23 on the 59th Haze 122nd year of Ascendancy at 22:34 Killed by Fan Of Shar's Inner Demon at level 23 on the 59th Haze 122nd year of Ascendancy at 23:41 Killed by Velithra the rogue at level 24 on the 77th Haze 122nd year of Ascendancy at 16:14 Killed by Velithra the rogue at level 24 on the 77th Haze 122nd year of Ascendancy at 18:57 Killed by Elyrevea the king cobra at level 25 on the 78th Haze 122nd year of Ascendancy at 01:34 Killed by Aruldamina the thief at level 25 on the 78th Haze 122nd year of Ascendancy at 02:55 Killed by mean looking elven guard at level 26 on the 4th Decay 122nd year of Ascendancy at 01:13 Killed by Ce'Natta the elven tempest at level 26 on the 4th Decay 122nd year of Ascendancy at 02:21 Killed by elven cultist at level 26 on the 4th Decay 122nd year of Ascendancy at 03:19 Killed by Polyyawyn the mean looking elven guard at level 26 on the 4th Decay 122nd year of Ascendancy at 04:27 Killed by Mayyta the elven warrior at level 26 on the 4th Decay 122nd year of Ascendancy at 06:18 Killed by Mayyta the elven warrior at level 26 on the 4th Decay 122nd year of Ascendancy at 08:30 Killed by Mayyta the elven warrior at level 26 on the 4th Decay 122nd year of Ascendancy at 10:13 Killed by Polyyawyn the mean looking elven guard at level 26 on the 4th Decay 122nd year of Ascendancy at 12:23 Killed by elven cultist at level 26 on the 4th Decay 122nd year of Ascendancy at 20:01 Killed by war hound at level 26 on the 4th Decay 122nd year of Ascendancy at 21:35 Killed by elven tempest at level 26 on the 4th Decay 122nd year of Ascendancy at 22:27 Killed by Acolyte of the Sect of Kryl-Feijan at level 27 on the 5th Decay 122nd year of Ascendancy at 05:07 Killed by Kryl-Feijan at level 27 on the 5th Decay 122nd year of Ascendancy at 08:06 Killed by Acolyte of the Sect of Kryl-Feijan at level 27 on the 5th Decay 122nd year of Ascendancy at 11:24 Killed by Kryl-Feijan at level 27 on the 5th Decay 122nd year of Ascendancy at 14:08 Killed by Kryl-Feijan at level 27 on the 5th Decay 122nd year of Ascendancy at 17:40 Killed by Ce'Nynn the elven cultist at level 28 on the 5th Decay 122nd year of Ascendancy at 21:15 Killed by Ce'Nynn the elven cultist at level 28 on the 5th Decay 122nd year of Ascendancy at 23:48 Killed by Isewen the elder vampire at level 28 on the 4th Allure 123rd year of Ascendancy at 00:23 Killed by Yvumira the corrupted acidic digestor at level 31 on the 5th Regrowth 123rd year of Ascendancy at 21:57 Killed by Fan Of Shar's temporal clone at level 39 on the 5th Pyre 123rd year of Ascendancy at 10:05 Killed by Fan Of Shar's temporal clone at level 39 on the 5th Pyre 123rd year of Ascendancy at 16:40 Killed by Fan Of Shar's temporal clone at level 39 on the 13rd Pyre 123rd year of Ascendancy at 19:15 Killed by Fan Of Shar's temporal clone at level 39 on the 13rd Pyre 123rd year of Ascendancy at 20:30 Killed by Fan Of Shar's temporal clone at level 39 on the 14th Pyre 123rd year of Ascendancy at 00:41 |
Primary Stats
Strength | 155 (base 78) |
Dexterity | 93 (base 78) |
Constitution | 89 (base 78) |
Magic | 89 (base 78) |
Willpower | 106 (base 78) |
Cunning | 86 (base 78) |
Resources
Melody | 115/115 |
Mana | 1391/1391 |
Equilibrium | 0 |
Steam | 114/175 |
Life | 10584/10680 |
Positive | 543/543 |
Paradox | 111 |
Insanity | 5/100 |
Healing Factor | 1 |
Regeneration | 15.54 |
Speed
Mental | +55.35% |
Attack | +55.35% |
Movement | +420.7567402571% |
Spell | +55.35% |
Global | +192.88428571429% |
Vision
Sight | 10 |
Lite | -1 |
Infravision | 14 |
See Stealth | 113.53542947142 |
See Invisible | 113.53542947142 |
ESP Range | 11 |
ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
Damage | 493 |
Accuracy | 108 |
Crit Chance | 123% |
APR | 10 |
Speed | 0.64 |
Offense: Spell
Spellpower | 123 |
Crit Chance | 94% |
Speed | 0.64370775667847 |
Offense: Mind
Mindpower | 127 |
Crit Chance | 88% |
Speed | 0.64370775667847 |
Offense: Damage Bonus
Darkness | +52% |
Blight | +52% |
Sound | +7% |
Fire | +45% |
All | 0% |
Offense: Damage Penetration
Fire | +15% |
Defense: Base
Armour (hardiness) | 120.8 (100%) |
Defense | 100 |
Ranged Defense | 100 |
Fatigue | 0 |
Physical Save | 61 |
Spell Save | 49 |
Mental Save | 51 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 21%( 70%) |
Mind | + 24%( 70%) |
All | + 15%( 70%) |
Lightning | + 31%( 70%) |
Cold | + 25%( 70%) |
Temporal | + 32%( 70%) |
Sound | + 24%( 70%) |
Darkness | + 42%( 70%) |
Fire | + 59%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 84% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 86.22 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 67 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower 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 678 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 269 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 949 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Demented / Tentacles | 7.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Path of horror | 5.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Blink drake aspect | 3.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Horrific body | 6.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Friend of the worm | 4.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Disfigured face | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Slow death | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Controlled horrors | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Aegis | 5.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 5.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.40 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Performer / Instrumentation | 1.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Beyond sanity | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 4.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Chaos Orbs |
talent | Shielding |
talent | Arcane Shield |
talent | Lacerating Strikes |
talent | Phased Wyrm |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | The target is poisoned and sick, doing 24.40 nature damage per turn. All damage it does is reduced by 34%. Numbing Poison |
beneficial effect | Increases defense by 42. Mobile Defense |
beneficial effect | The target's spellpower has been increased by 10. Spellsurge |
beneficial effect | Increases physical save, spell save, and mental save by 20. Global speed increased by 6%. Through The Crowd |
beneficial effect | The target is surrounded by a magical shield, absorbing 5158/5158 damage before it crumbles. Damage Shield |
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 successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Device Mastery (+1 level(s)). | 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 Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you learnt talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Shade. | 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: 59. | 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed pouch of faeros ash. * You've found the needed vial of greater demon bile. | active |
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 failed to protect her when escorting her out of the crypt. | failed |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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: +9 Fatigue: +5% Changes stats: +4 Mag / +8 Wil Changes resistances: +7% acid / +12% fire / +9% lightning / +12% cold Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +60.00 Spellpower: +5 (+0 eff.) It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 8 turns. A pair of boots made of leather. |
Quiver | ![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 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 8 power out of 25/25) : Effective talent level: 2.0 Power cost: 8 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 158.57 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 158.57 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. |
On head | ![]() Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +9 (+2 eff.) Fatigue: +4% Changes stats: +4 Cun / +4 Wil Changes resistances: +25% fire Changes damage: +25% fire It can be used to activate talent Meteor Rain (costing 11 power out of 50/50) : Effective talent level: 2.0 Power cost: 11 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 87.09 fire and 60.07 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Tool | ![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 4 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Defense: +20 (+4 eff.) Fatigue: -4% Changes stats: +6 Str / +2 Dex / +6 Con Changes resistances: +10% sound / +10% lightning / +10% mind / +12% darkness Grants telepathy: Dragon Demon/Major Demon/Minor Stealth bonus: +15 Physical save: +15 (+4 eff.) Infravision radius: +1 Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 147% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 71 damage and reducing their armor Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 8 power out of 25/25) : Effective talent level: 2.0 Power cost: 8 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 242.49 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
On hands | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Damage (Melee): 9 blight Changes stats: +2 Cun Changes resistances: +11% darkness / +7% blight Changes damage: +7% blight Infravision radius: +3 When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +17 darkness Burst (radius 2) on crit: +10 blight It can be used to activate talent Track, placing all other charms into a 5 cooldown : Effective talent level: 6.4 Power cost: 5 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 57 for 8 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +5 Str / +2 Mag / +3 Wil / +2 Con Changes damage: +7% darkness / +7% sound Physical save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Maximum life: +78.00 Maximum psi: +10.00 Spell crit. chance: +5% Maximum melody: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 15% chance to inflict 15% damage reduction Changes stats: +6 Str / +10 Dex / +9 Wil Changes resistances: +9% darkness Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 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 152% efficiency and cooldown mod of 55%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.8 steam per turn. Can be activated for an instant burst of 64 steam. 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 453 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() healing infusion of the warrior (heal 416) 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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 416 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to cleanse magic from the target, doing 312.00 manaburn damage, and dispelling a magical effect from the target. 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. |
![]() vision rune (radius 13; dur 24; see dragon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (64% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 11) for 24 turns. Your mind will become more receptive for 24 turns, allowing you to sense any dragon around. 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. [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 (64% of a turn) Is: a spell Description: Inflicts 422.49 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. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 19 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +8 Str / +8 Dex / +2 Mag / +7 Wil Changes resistances: +18% mind Confusion immunity: +32% Life regen: +2.10 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+1 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 10 power out of 30/30) : Effective talent level: 1.0 Power cost: 10 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 17.04 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Str / +5 Dex Changes resistances: +15% blight Changes resistances penetration: +15% blight Silence immunity: +18% Disarm immunity: +32% See invisible: +15 Melody each turn: +0.20 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +14 Defense: +13 (+3 eff.) Changes stats: +5 Dex It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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 Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Dex / +6 Wil / +5 Cun / +4 Con Changes resistances: +12% arcane / +30% sound Changes damage: +15% sound / +12% arcane Mindpower: +9 (+1 eff.) 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: Physical power: +15 (+2 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +8 Str / +9 Con Changes resistances: +34% light / +18% darkness Changes damage: +17% light / +3% darkness Blindness immunity: +50% Infravision radius: +5 See stealth: +25 See invisible: +25 Rings can have magical properties. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 127% Range: 1.2x Uses stats: 200% Mag, 40% Wil Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+4 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat, costing 5 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +20 (+4 eff.) Effects on melee hit: * 14% chance to blind Changes damage: +20% acid Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 1.0 Power cost: 2 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 62.27 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 arcane When wielded/worn: Changes resistances: +6% darkness Changes damage: +25% physical / +3% arcane / +9% darkness Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +9 (+3 eff.) Mana each turn: +0.26 Spellpower: +35 (+5 eff.) Spell crit. chance: +17% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil 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: Physical crit. chance: +11.0% Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 172% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +19 Changes resistances penetration: +16% physical Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 40% Wil, 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 * disrupts spell-casting Damage (Melee): +8 light Damage against: +52% Unnatural When wielded/worn: Changes stats: +1 Str / +6 Wil / +4 Con Changes resistances penetration: +17% mind / +17% darkness Changes damage: +6% light Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Massive two-handed battleaxes. |
![]() Requires: - Strength 35 - Talent Shoot Powered by arcane forces 8.00 Encumbrance. Type: weapon / crossbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Attack speed: 100% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% When wielded/worn: Accuracy: +24 (+4 eff.) Physical crit. chance: +15.0% Critical mult.: +19.50% Crossbows are used to shoot bolts at your foes. |
![]() Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 7 power out of 20/20) : Effective talent level: 2.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 180% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 4 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +5 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +6% temporal Sharp, long, and deadly. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Power: 121% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 2). Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes stats: +4 Mag You could carefully tailor an enchantment along the lines of some sort of theme, or you could just fill it with raw magical power. This is the result of the latter. |
![]() Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 106% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 temporal / +15 cold / +16 darkness Burst (radius 1) on hit: +4 temporal When wielded/worn: Damage when hit (Melee): 12 temporal Changes damage: +12% darkness Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 108% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Changes stats: +2 Dex Critical mult.: +23.00% Life regen: +0.60 Stamina each turn: +0.80 Maximum life: +30.00 Sharp, long, and deadly. |
![]() Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 129% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Defense: +8 (+2 eff.) Damage when hit (Melee): 4 physical Changes resistances: +5% all Changes resistances penetration: +8% nature / +9% physical Changes damage: +3% light / +8% physical Disarm immunity: +33% Light radius: +1 Healing mod.: +15% Sharp, long, and deadly. |
![]() Requires: - Strength 28 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 150% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflict fire damage based on steampower When wielded/worn: Cut immunity: +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
![]() Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 137% Range: 1.4x Uses stats: 40% Wil, 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% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 13% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +11 blight When wielded/worn: Disease immunity: +18% Sharp, long, and deadly. |
![]() Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +14 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +14 nature / +16 sound When wielded/worn: Changes resistances: +12% sound Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 darkness / +20 lightning Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +8 lightning Damage against: +20% Living When wielded/worn: Armour penetration: +13 Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% lightning Changes resistances penetration: +5% arcane / +15% physical Changes damage: +6% lightning / +15% physical / +12% arcane Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +45 insidious poison Sharp, long, and deadly. |
![]() Requires: - Cunning 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Power: 138% Range: 1.4x Uses stats: 40% Wil, 90% Str, 50% Mag, 20% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Burst (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 144% Range: 1.4x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 11% chance to disease On weapon crit: * cripple the target Damage (Melee): +11 blight When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Changes stats: +4 Mag / +5 Wil Changes resistances: +3% mind / +9% cold Blindness immunity: +15% Disease immunity: +26% Disarm immunity: +15% Spellpower: +10 (+1 eff.) Blunt and deadly. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 150% Range: 1.4x Uses stats: 40% Wil, 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% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 10% chance to disease Damage (Melee): +10 blight / +4 temporal When wielded/worn: Armour penetration: +13 Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +6% blight Changes resistances penetration: +9% physical Changes damage: +9% temporal / +9% physical Disease immunity: +21% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% One-handed war axes. |
![]() Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 145% Range: 1.4x Uses stats: 40% Wil, 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: * Random elemental explosion Damage (Melee): +12 blight Burst (radius 1) on hit: +8 blight When wielded/worn: Changes stats: +1 Dex / +2 Con Changes resistances: +6% all Changes resistances penetration: +13% acid / +14% lightning / +10% fire / +12% nature / +13% cold See invisible: +9 One-handed war axes. |
![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 40% Wil, 55% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% This is a bardic weapon. When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 40% Wil, 55% Dex, 50% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence This is a bardic weapon. When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. This is a bardic weapon. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon hit: * 28% chance to daze at end of turn Burst (radius 2) on crit: +8 mind This is a bardic weapon. When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +8 Changes stats: +3 Str / +7 Dex / +3 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances: +5% arcane / +3% darkness Changes resistances penetration: +10% lightning / +12% physical Spell save: +6 (+2 eff.) Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning Burst (radius 1) on hit: +8 darkness This is a bardic weapon. When wielded/worn: Armour penetration: +12 Physical crit. chance: +10.0% Damage when hit (Melee): 4 darkness / 8 lightning Changes resistances: +9% lightning Critical mult.: +14.00% Sharp, short and deadly. |
![]() Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 139% Range: 1.5x Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +74 On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +17 acid Attacks use: 1.0 Steam When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Wil Changes resistances: +9% acid Changes resistances penetration: +10% physical Changes damage: +6% mind Talent granted: +2 Block Equilibrium when hit: +0.12 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! |
![]() Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / whip ; tier 4 Power: 149% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +7.5% Attack speed: 125% Damage (Melee): +13 darkness Damage against: +10% Living When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances: +3% light Changes resistances penetration: +15% mind Changes damage: +6% light Critical mult.: +10.00% Sharp, long and deadly. |
![]() Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 3 power out of 8/8) : Effective talent level: 2.0 Power cost: 3 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 155% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +6.5% Capacity: 22 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 14% chance to disease * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 34 bleeding, 86% reduced healing Damage (Ranged): +20 blight / +15 bleed Burst (radius 2) on crit: +8 physical When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Defense: +10 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical bleed Talent granted: +2 Block It can be used to activate talent Bone Armour (costing 10 power out of 50/50) : Effective talent level: 2.0 Power cost: 10 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Creates a shield of bones, absorbing 806 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
![]() Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% temporal Changes damage: +11% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Physical save: +15 (+4 eff.) Spell save: +16 (+5 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Reduce damage by fixed amount: +22 all Changes damage: +15% blight Spellpower: +15 (+2 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 5 power out of 20/20) : Effective talent level: 17.1 Power cost: 5 out of 20/20. Range: 18 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 105%. You can also activate this talent to instantly destroy more worms, letting you jump in range 18 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +3 Defense: +8 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +15% sound / +10% light / +13% blight / +19% acid / +20% mind / +19% lightning Changes resistances penetration: +15% physical Changes damage: +13% acid Physical save: +70 (+18 eff.) Spell save: +11 (+4 eff.) Mental save: +15 (+5 eff.) Life regen: +6.00 Maximum life: +80.00 Healing mod.: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 7 power out of 30/30) : Effective talent level: 2.0 Power cost: 7 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 66.82 physical damage, inflicting bleeding for another 33.41 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
![]() Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+7 eff.) Mindpower: +10 (+1 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+4 eff.) This light leather armour features a special medical injector. |
![]() Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Defense: +30 (+5 eff.) Changes resistances: +25% temporal Changes resistances cap: +10% temporal Talent masteries: +0.20 Spell / Conveyance +0.20 Spell / Distort +0.20 Chronomancy / Spacetime Folding +0.20 Chronomancy / Spacetime Weaving Pinning immunity: +20% It can be used to activate talent Scatter (costing 13 power out of 50/50) : Effective talent level: 4.0 Power cost: 13 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Randomly teleports all targets within a radius of 6 around you, including yourself. Everyone will be teleported between 6 and 12 tiles from their current location. You will go out of phase (76) for 3 turns. Requires your Spellpower to beat the target's Spell Save. This vest doesn't seem to stay still. It moves about all over the place, yet doesn't move at all. |
![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +18 Defense: +12 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 sound Changes stats: +8 Str / +7 Dex / +5 Mag / +3 Con Changes resistances: +26% sound / +30% cold / +29% light Changes resistances penetration: +15% physical Physical save: +20 (+5 eff.) Light radius: +1 A suit of armour made of leather. |
![]() Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 15 nature / 15 physical Changes damage: +15% mind / +15% physical Maximum hate: +15.00 Mindpower: +10 (+1 eff.) It can be used to hardens the skin for 6 turns increasing armour by 20 and armour hardiness by 20%, costing 13 power out of 60/60. Painful to wear and painful to attackers, this armour is covered with sharp thorns. The pain helps you focus at least. |
![]() Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour penetration: +1 Armour: +24 Defense: +16 (+3 eff.) Fatigue: +9% Damage when hit (Melee): 10 sound Changes stats: +1 Str / +5 Mag / +4 Cun Changes resistances: +20% sound / +26% light / +6% mind Changes resistances penetration: +10% fire Changes damage: +9% physical Physical save: +10 (+3 eff.) Mental save: +17 (+5 eff.) Only die when reaching: -80.00 life Light radius: +2 A suit of armour made of mail. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +41% Changes stats: +8 Wil / +8 Cun / +8 Con Changes resistances: +10% physical / +15% fire / +8% darkness / -16% light Changes damage: +6% darkness Reduces incoming crit damage: 10.00% Physical save: +27 (+7 eff.) Spell save: +8 (+3 eff.) Mental save: +31 (+10 eff.) Light radius: +2 See invisible: +12 A suit of armour made of metal plates. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+2 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 19 power out of 60/60) : Effective talent level: 1.0 Power cost: 19 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 10 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 88.56 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 20 blinding physical Changes resistances: +10% physical / +10% fire Changes damage: +10% physical Talent mastery: +0.20 Wild-curse / Ritch aspect Stealth bonus: +10 Physical save: +10 (+3 eff.) It can be used to activate talent Sandstorm (costing 7 power out of 25/25) : Effective talent level: 4.0 Power cost: 7 out of 25/25. Range: 8 Travel Speed: 200% of base Is: a nature gift and a spell Description: Summons a sandstorm that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 251.84 physical damage and could be blinded. When it reaches its target, it explodes in a radius of 1 for 143.61 physical damage and possibly blinding. All the sand will also drop onto them, slowing them for 4 turns. The sandstorm will last for 14 turns, or until it reaches its target. Damage will increase with your Spellpower. The outside of the cloak is covered with shifting sands, making it look like a pile of sand on the ground. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Movement speed: +20% A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 63% (based on Cunning), costing 16 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +13 Physical power: +14 (+2 eff.) Armour: +2 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 8 cold Changes resistances: +15% blight / +7% cold Changes damage: +5% cold Spell save: +24 (+8 eff.) Stamina each turn: +0.20 Maximum life: +20.00 Maximum stamina: +15.00 When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). On weapon hit: * 28% chance to corrode armour by 30% * Slows global speed by 28% * 40% chance to daze at end of turn Burst (radius 2) on crit: +7 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Changes resistances: +10% fire / +10% cold Changes damage: +10% fire / +10% cold Spellpower on spell critical (stacks up to 3 times): +5 When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 83% When this weapon hits: Freeze (5% chance level 2). When this weapon hits: Flame (5% chance level 2). Damage conversion: 50% cold It can be used to activate talent Cold Flames (costing 7 power out of 30/30) : Effective talent level: 2.0 Power cost: 7 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Cold Flames slowly spread from 7 spots in a radius of 3 around the targeted location. The flames deal 41.84 cold damage, and have a chance of freezing. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. |
![]() 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 (+0 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% 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 6 power out of 24/24) : Effective talent level: 4.0 Power cost: 6 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. |
![]() dwarven-steel gauntlets 'Rotimmortal' (9 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage (Melee): 11 fire Changes resistances: +8% fire / +15% light / +9% cold Changes resistances penetration: +20% nature Changes damage: +8% fire Mental save: +20 (+6 eff.) When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 3). Burst (radius 1) on hit: +12 physical Burst (radius 2) on crit: +12 physical / +11 fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +5% lightning / +6% temporal A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +9 Mag Changes resistances: +52% lightning / +9% fire Changes resistances penetration: +20% fire Changes damage: +35% lightning / +3% fire / +3% acid Spell save: +10 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 7 power out of 30/30) : Effective talent level: 1.0 Power cost: 7 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 43.11 to 129.32 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
![]() 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): 9 physical Changes stats: +8 Str / +4 Dex / +3 Wil / +4 Cun / +4 Con Changes resistances: +18% mind / -30% light Changes damage: +9% light Critical mult.: +10.00% Mental save: +24 (+8 eff.) Confusion immunity: +43% Life regen: +4.60 It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 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 209.7 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: - 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! |
![]() 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: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature 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. |
![]() 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 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 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. |
![]() 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. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 / 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 / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 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 / 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 / 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 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: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 26 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 26 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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 nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 4 blight Changes stats: +5 Str Changes resistances: +11% nature / +6% blight Changes resistances penetration: +20% acid Changes damage: +7% nature / +9% acid Infravision radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% nature Changes damage: +7% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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: +10% temporal / +5% physical Spellpower: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 5 power out of 25/25) : Effective talent level: 5.0 Power cost: 5 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 64 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. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +1 Wil Changes resistances penetration: +5% mind Talents cooldown: Lay Web (-1 turn) Rushing Claws (-1 turn) Talents granted: +3 Lay Web +3 Rushing Claws Mana when firing critical spell: +4.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 It can be used to heal a target within range 10 (based on Willpower) for 175, putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 lightning / +1 temporal / +1 light / +2 fire / +1 nature / +1 acid / +2 physical / +1 darkness / +1 blight / +2 cold / +1 arcane / +1 mind Changes damage: +10% lightning / +10% fire / +10% cold / +10% physical Talent mastery: +0.20 Spell / Elementalism Talent granted: +2 Ward It can be used to activate talent Chromatic Orb (costing 7 power out of 24/24) : Effective talent level: 2.0 Power cost: 7 out of 24/24. Range: 20 Travel Speed: 300% of base Is: a spell Description: Fire a slowish bolt of a random element doing 297.94 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. |
dragonbone lute 'Khelisin' (165% power, 6 apr, fire damage) dragonbone lute 'Khelisin' (165% power, 6 apr, fire damage)Requires: - Willpower 35 - Cunning 48 Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: instrument / lute ; tier 5 It must be held with both hands. Power: 166% Range: 1.4x Uses stats: 60% Wil, 50% Mag, 80% Cun Damage type: Fire Mastery: Instrument Mastery Armour Penetration: +6 Crit. chance: +5.5% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Damage when hit (Melee): 14 sound / 12 mind / 12 darkness Changes stats: +3 Cun / +2 Con Changes resistances: +12% sound / +12% acid Changes damage: +12% mind / +7% darkness Talent masteries: +0.14 Psionic / Voracity +0.14 Cursed / Dark sustenance Talent granted: +9 Pluck Strings Reduces incoming crit damage: 10.00% Spell save: +20 (+7 eff.) Hate per kill: +6.00 Psi per kill: +6.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +10% It can be used to inflict 130.16 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 7 turns. A large string instrument. Blunt, long and deadly. |
Dairerogund (157% power, 3 apr) Dairerogund (157% power, 3 apr)Requires: - Strength 35 - Cunning 24 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: instrument / singsword ; tier 4 It must be held with both hands. Power: 157% Range: 1.4x Uses stats: 40% Wil, 25% Cun, 50% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Armour Penetration: +3 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +16 sound / +12 temporal / +11 nature / +16 cold This is a bardic weapon. When wielded/worn: Physical crit. chance: +9.0% Changes stats: +4 Str / +1 Dex / +2 Wil / +8 Cun Changes damage: +12% darkness / +10% sound Reduces incoming crit damage: 15.00% Mindpower: +4 (+1 eff.) Maximum melody: +29.00 A two-handed sword that converts voice into sound. |
Achievements
By Fan Of Shar the Cornac Writhing One level 41
34th Pyre 123rd year of Ascendancy at 07:10 see stats
By Fan Of Shar the Cornac Writhing One level 37
26th Regrowth 123rd year of Ascendancy at 16:10 see stats
By Fan Of Shar the Cornac Writhing One level 41
14th Pyre 123rd year of Ascendancy at 21:37 see stats
By Fan Of Shar the Cornac Writhing One level 34
11st Regrowth 123rd year of Ascendancy at 04:20 see stats
By Fan Of Shar the Cornac Writhing One level 21
63rd Dusk 122nd year of Ascendancy at 01:54 see stats
By Fan Of Shar the Cornac Writhing One level 39
14th Pyre 123rd year of Ascendancy at 03:47 see stats
By Fan Of Shar the Cornac Writhing One level 30
5th Regrowth 123rd year of Ascendancy at 07:15 see stats
By Fan Of Shar the Cornac Writhing One level 31
6th Regrowth 123rd year of Ascendancy at 02:32 see stats
By Fan Of Shar the Cornac Writhing One level 19
61st Dusk 122nd year of Ascendancy at 12:40 see stats
By Fan Of Shar the Cornac Writhing One level 22
22nd Haze 122nd year of Ascendancy at 01:45 see stats
By Fan Of Shar the Cornac Writhing One level 37
26th Regrowth 123rd year of Ascendancy at 16:05 see stats
By Fan Of Shar the Cornac Writhing One level 35
11st Regrowth 123rd year of Ascendancy at 18:31 see stats
By Fan Of Shar the Cornac Writhing One level 10
7th Mirth 122nd year of Ascendancy at 03:08 see stats
By Fan Of Shar the Cornac Writhing One level 20
61st Dusk 122nd year of Ascendancy at 12:40 see stats
By Fan Of Shar the Cornac Writhing One level 30
5th Regrowth 123rd year of Ascendancy at 03:06 see stats
By Fan Of Shar the Cornac Writhing One level 40
14th Pyre 123rd year of Ascendancy at 13:55 see stats
By Fan Of Shar the Cornac Writhing One level 39
13rd Pyre 123rd year of Ascendancy at 22:27 see stats
By Fan Of Shar the Cornac Writhing One level 14
7th Mirth 122nd year of Ascendancy at 14:27 see stats
By Fan Of Shar the Cornac Writhing One level 27
5th Decay 122nd year of Ascendancy at 00:37 see stats
By Fan Of Shar the Cornac Writhing One level 21
63rd Dusk 122nd year of Ascendancy at 21:04 see stats
By Fan Of Shar the Cornac Writhing One level 37
26th Regrowth 123rd year of Ascendancy at 16:10 see stats
By Fan Of Shar the Cornac Writhing One level 15
3rd Dusk 122nd year of Ascendancy at 21:38 see stats
By Fan Of Shar the Cornac Writhing One level 37
26th Regrowth 123rd year of Ascendancy at 16:10 see stats
By Fan Of Shar the Cornac Writhing One level 27
5th Decay 122nd year of Ascendancy at 00:37 see stats
By Fan Of Shar the Cornac Writhing One level 17
15th Dusk 122nd year of Ascendancy at 19:08 see stats
By Fan Of Shar the Cornac Writhing One level 31
6th Regrowth 123rd year of Ascendancy at 02:18 see stats
By Fan Of Shar the Cornac Writhing One level 20
61st Dusk 122nd year of Ascendancy at 12:40 see stats
By Fan Of Shar the Cornac Writhing One level 40
14th Pyre 123rd year of Ascendancy at 18:10 see stats
Log
Xemina the orc soldier misses Fan Of Shar.
Mountain troll is poisoned with blight!
Something hits Mountain troll for 11 physical, 25 blight (36 total damage).
Talent Lash Out is ready to use.
Numbing Poison from Poison ooze hits Fan Of Shar for (19 resist armour), 0 nature (0 total damage).
Xemina the orc soldier calms down.
Orc fighter stops regenerating breath quickly.
Ran for 3 turns (stop reason: didn't move).
Ran for 2 turns (stop reason: taken damage).
Talent Healing Nexus is ready to use.
Talent Blink Claw is ready to use.
Numbing Poison from Poison ooze hits Fan Of Shar for (19 resist armour), 0 nature (0 total damage).
Ran for 2 turns (stop reason: hostile spotted to the south (stone troll - offscreen)).
Fan Of Shar deactivates Chaos Orbs.
Fan Of Shar deactivates Lacerating Strikes.
Fan Of Shar deactivates Shielding.
Fan Of Shar is less impervious to physical effects.
Fan Of Shar deactivates Phased Wyrm.
Fan Of Shar deactivates Arcane Shield.
The shield around Fan Of Shar crumbles.
Fan Of Shar deactivates Through The Crowd.
Fan Of Shar is no longer surging arcane power.
Fan Of Shar is no longer poisoned.