Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Playable Naloren Race 1.7.4Adds 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. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Embers of Rage 1.7.4Official 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:
Gladiator Fork 1.5.10This fork updates Combat Vigor to use 1.7+ dispel, and reduces lash/thrust cooldown to 0 at lv5 so increased attack speed will not lead to downtime. It also adds whip/trident icons to their respective talents so you can tell at a glance which is which. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Normal Roguelike |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 125 / 0% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded 2 / 0 |
Primary Stats
Strength | 299 (base 74) |
Dexterity | 222 (base 74) |
Constitution | 131 (base 68) |
Magic | 179 (base 74) |
Willpower | 126 (base 70) |
Cunning | 137 (base 70) |
Resources
Mana | 1425/1425 |
Negative | 397/397 |
Vim | 595/595 |
Life | 7399/7399 |
Positive | 312/312 |
Stamina | 707/707 |
Psi | 226/226 |
Healing Factor | 1.9131223330997 |
Regeneration | 0.47828058327493 |
Speed
Mental | +37.22005601853% |
Attack | 0% |
Movement | -4.9737991503207E-12% |
Spell | -9.9920072216264E-12% |
Global | +115% |
Vision
Sight | 10 |
Lite | 14.290104893822 |
Infravision | 1 |
See Stealth | 38.169405089568 |
See Invisible | 38.169405089568 |
Offense: Mainhand
Damage | 731 |
Accuracy | 100 |
Crit Chance | 188% |
APR | 16 |
Speed | 0.73 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 99 |
Crit Chance | 100% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 55% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
Lightning | +26% |
Light | +64% |
Mind | +36% |
Darkness | +25% |
Arcane | +45% |
Fire | +57% |
All | 0% |
Offense: Damage Penetration
Physical | +22% |
Fire | +10% |
Light | +10% |
Temporal | +35% |
Cold | +36% |
Arcane | +20% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 185.07198005206 (100%) |
Defense | 81 |
Ranged Defense | 91 |
Fatigue | 0 |
Physical Save | 106 |
Spell Save | 100 |
Mental Save | 107 |
Defense: Resistances
Acid | + 35%( 70%) |
Arcane | + 58%( 70%) |
Mind | + 35%( 70%) |
All | + 26%( 70%) |
Darkness | + 37%( 70%) |
Light | + 63%( 70%) |
Temporal | + 35%( 70%) |
Physical | + 62%( 70%) |
Fire | + 34%( 70%) |
Cold | + 62%( 70%) |
Defense: Immunities
Stun Resistance | 91% |
Confusion Resistance | 25% |
Poison Resistance | 60% |
Blind Resistance | 100% |
Disarm Resistance | 49% |
Teleport Resistance | 21% |
Pinning Resistance | 83% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1264 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Celestial / Guardian | 1.00 |
| 9/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Crusader | 1.20 |
| 7/5 |
| 1/5 |
| 11/5 |
| 0/5 |
Celestial / Sun | 1.20 |
| 12/5 |
| 12/5 |
| 8/5 |
| 0/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.00 |
| 12/5 |
| 12/5 |
| 3/5 |
| 0/5 |
Technique / Magical combat | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Combat | 1.00 |
| 12/5 |
| 12/5 |
| 9/5 |
| 2/5 |
Psionic / Psi-fighting | 1.20 |
| 1/5 |
| 12/5 |
| 1/5 |
| 9/5 |
Spell / Enhancement | 1.20 |
| 6/5 |
| 6/5 |
| 11/5 |
| 12/5 |
Technique / Shield offense | 1.00 |
| 5/5 |
| 8/5 |
| 2/5 |
| 5/5 |
Generic Talents
Adventure / Partner | 1.00 |
| 1/16 |
| 1/31 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
Celestial / Hymns | 1.00 |
| 8/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Demonic strength | 1.00 |
| 11/5 |
| 1/5 |
| 10/5 |
| 10/5 |
Technique / Combat training | 1.00 |
| 12/5 |
| 11/5 |
| 8/5 |
| 12/5 |
| 6/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 8/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Race / Ogre | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Gladiator | 1.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 9/5 |
Psionic / Finer energy manipulations | 1.00 |
| 11/5 |
| 12/5 |
| 1/5 |
| 12/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Retribution |
talent | Through The Crowd |
talent | Fiery Hands |
talent | Chant of Fortitude |
talent | Weapon of Light |
talent | Feather Wind |
talent | Shock Hands |
talent | Beyond the Flesh |
talent | Shield of Light |
talent | Hymn Nocturnalist |
talent | Arcane Combat |
talent | Adventure Friendly Fire Disabler |
talent | Bone Shield |
talent | Weapon of Wrath |
talent | Augmentation |
talent | Abyssal Shield |
talent | Arcane Feed |
talent | Second Life |
talent | Battle Frenzy |
talent | Hymn of Detection |
talent | Righteous Strength |
beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 5% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
Quests
Equipment
Psionic focus | Champion's Will (67-107 power, 22 apr) Champion's Will (67-107 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 Base power: 67.0 - 107.2 Uses stats: 155% Wil, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 162 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
On hands | brawler's drakeskin leather gloves of spellstriking (0 def, 3 armour) brawler's drakeskin leather gloves of spellstriking (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 15 arcane Changes stats: +3 Str / +4 Dex / +3 Mag / +7 Wil / +4 Cun Changes resistances: +8% arcane Changes damage: +8% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+2 eff.) Spellpower: +9 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(168 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Morningwilter (0 def, 11 armour) Morningwilter (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +11 Fatigue: +5% Changes stats: +9 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +10 Con Changes resistances: +12% acid / +12% cold Changes damage: +12% light Critical mult.: +10.00% Teleport immunity: +21% Maximum life: +100.00 Maximum hate: +6.00 Mindpower: +20 (+5 eff.) Healing mod.: +21% A cap made of leather. |
On feet | eldritch pair of hardened leather boots of strife (0 def, 3 armour) eldritch pair of hardened leather boots of strife (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag / +7 Wil / +4 Con Changes resistances penetration: +7% physical Mana each turn: +0.31 Maximum mana: +31.00 Spell crit. chance: +3% Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 83 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Tool | dwarven-steel pickaxe of endurance (dig speed 33 turns) dwarven-steel pickaxe of endurance (dig speed 33 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around neck | Abysscut AbysscutCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 29% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 fire Changes stats: +4 Str / +6 Dex / +10 Mag / +5 Con Changes resistances: +12% temporal Changes resistances penetration: +35% temporal Changes damage: +21% mind Physical save: +25 (+4 eff.) Spell save: +22 (+3 eff.) Mental save: +25 (+4 eff.) Light radius: +4 Amulets make your neck look great! |
In main hand | Crystalline Orichalcum trident (68-108 power, 16 apr) Crystalline Orichalcum trident (68-108 power, 16 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. It is part of a set of items. The set is complete. Base power: 67.5 - 108.0 Uses stats: 162% Wil, 50% Mag Damage type: Arcane Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+2 eff.) Changes stats: +3 Wil / +3 Con Changes resistances penetration: +20% arcane / +15% physical Changes damage: +10% arcane Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Talent on hit(spell): Manathrust (10% chance level 3). It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Transformed with the power of the Spellblaze. |
Around waist | drakeskin leather belt 'Loradan' drakeskin leather belt 'Loradan' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +27 (+3 eff.) Defense: +10 (+2 eff.) Changes stats: +11 Str / +5 Dex / +6 Mag / +13 Wil / +12 Cun / +11 Con Changes resistances: +3% physical Changes damage: +12% arcane Damage against: +45% Summoned Reduced damage from: +45% Summoned Critical mult.: +15.00% Physical save: +15 (+3 eff.) Spell save: +13 (+2 eff.) Maximum mana: +60.00 Size category: +2 A belt that goes around your waist. |
In off hand | Summertide (17 def, 15 armour, 52-62 power, 260 block) Summertide (17 def, 15 armour, 52-62 power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 135% Wil, 50% Mag Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+3 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+3 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 141.17 to 176.47 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | linen cloak 'Rainknight' (8 def, 5 armour) linen cloak 'Rainknight' (8 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Changes stats: +10 Str / +7 Dex / +5 Con Changes resistances: +36% cold Changes resistances penetration: +36% cold Changes damage: +15% arcane Critical mult.: +28.46% Physical save: +13 (+2 eff.) Spell save: +13 (+2 eff.) Mental save: +13 (+2 eff.) Vim when firing critical spell: +2.85 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Crystalline Voratun plate armour (3 def, 32 armour) Crystalline Voratun plate armour (3 def, 32 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. The set is complete. When wielded/worn: Armour: +32 Defense: +3 (+1 eff.) Fatigue: +22% Changes stats: +5 Str / +5 Dex / +13 Mag / +5 Wil / +5 Cun / +13 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Physical save: +25 (+4 eff.) Spell save: +35 (+5 eff.) Blindness immunity: +50% Poison immunity: +60% Disease immunity: +60% Stun/Freeze immunity: +50% It can be used to recover the Crystal Heart (destroys this armour) Activation costs 1 power out of 1/1. A suit of armour made of metal plates. Transformed with the power of the Spellblaze. |
Inventory
movement infusion of the sneak (speed 1005%; cd 10) movement infusion of the sneak (speed 1005%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 1005% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Deledochak the Thunderorder Deledochak the ThunderorderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% temporal Changes damage: +6% lightning Stun/Freeze immunity: +36% Life regen: +6.00 Light radius: +3 Rings make your fingers look great! |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 154.29 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
copper ring of aether (+11%) copper ring of aether (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% arcane Changes damage: +11% arcane Rings make your fingers look great! |
savior's voratun ring of luminosity savior's voratun ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 35 light Damage (Ranged): 38 light Changes stats: +10 Mag Changes damage: +20% light Physical save: +17 (+3 eff.) Spell save: +18 (+3 eff.) Mental save: +18 (+3 eff.) Rings make your fingers look great! |
solipsist's voratun ring solipsist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
voratun ring 'Olunaridin' voratun ring 'Olunaridin'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 blight / 10 mind Changes resistances: +38% nature / +5% arcane Changes damage: +19% nature / +30% blight Spellpower: +15 (+3 eff.) Spell crit. chance: +3% Rings make your fingers look great! |
Moon (10-13 power, 0 apr) Moon (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 27% Wil, 50% Mag, 27% Cun Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Poltergeist's Star (10-13 power, 0 apr) Poltergeist's Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 27% Wil, 50% Mag, 27% Cun Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Armour: +3 Changes resistances: +3% all Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 189% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to reduce strength, dexterity, and constitution by 39 * Blasts creatures in a radius 1 shockwave around your target for 387.45 to 1162.35 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other creatures within radius 4), dealing 1073.10 to 2146.20 physical damage (based on Strength) to each Activation costs 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
dwarven-steel greatmaul 'Starwind' (42-63 power, 2 apr) dwarven-steel greatmaul 'Starwind' (42-63 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +14 nature When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% light / +12% cold Changes resistances penetration: +25% light Changes damage: +6% cold Massive two-handed mauls. |
truestriking voratun greatsword of enduring (59-94 power, 4 apr) truestriking voratun greatsword of enduring (59-94 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stats: 162% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +34 (+6 eff.) Armour penetration: +21 Changes stats: +17 Con / +16 Wil Changes resistances penetration: +20% physical Maximum life: +154.00 Massive two-handed swords. |
Twilight's Edge (47-66 power, 7 apr) Twilight's Edge (47-66 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 135% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
blazebringer's stralite longsword of enduring (34-48 power, 5 apr) blazebringer's stralite longsword of enduring (34-48 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stats: 135% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +30 fire When wielded/worn: Changes stats: +8 Con / +11 Wil Changes resistances penetration: +9% fire Maximum life: +28.00 Global speed: +5% Sharp, long, and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage) Eye of Summer (8-9 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Poladama the living mindstar (17-19 power, 40 apr, mind damage) Poladama the living mindstar (17-19 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +8 blight When wielded/worn: Armour penetration: +7 Armour: +4 Damage (Melee): 10 lightning / 9 physical / 30 fire / 8 acid / 10 cold Changes stats: +3 Dex / +8 Wil Changes resistances: +10% lightning / +9% physical / +9% cold / +24% fire / +9% acid Changes resistances penetration: +16% fire Changes damage: +12% blight / +20% fire Talent granted: +1 Attune Mindstar Physical save: +12 (+2 eff.) Spell save: +10 (+1 eff.) Only die when reaching: -40.00 life Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Global speed: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Relgyfast the drakeskin leather belt Relgyfast the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Changes stats: +10 Dex / +8 Wil / +13 Cun / +9 Lck Changes resistances: +9% nature Changes resistances penetration: +5% physical Changes damage: +15% mind Damage against: +45% Summoned Reduced damage from: +39% Summoned Critical mult.: +15.00% Trap disarming bonus: +30 Stealth bonus: +11 Spell save: +9 (+1 eff.) Only die when reaching: -40.00 life Infravision radius: +5 A belt that goes around your waist. |
grounding rough leather belt of the giants grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% lightning / +6% temporal Spell save: +6 (+1 eff.) Size category: +1 A belt that goes around your waist. |
monstrous drakeskin leather belt of the vagrant monstrous drakeskin leather belt of the vagrant Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +10 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +14 Con Physical save: +5 (+1 eff.) Mental save: +12 (+2 eff.) Mindpower: +4 (+1 eff.) Size category: +1 A belt that goes around your waist. |
cashmere cloak 'Poxquick' (2 def, 0 armour) cashmere cloak 'Poxquick' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 24% chance to slow global speed by 68% Damage when hit (Melee): 6 fire Changes stats: +12 Wil Changes resistances: +15% nature / +9% light Changes resistances penetration: +25% nature / +30% fire Changes damage: +12% fire Physical save: +8 (+2 eff.) Mental save: +11 (+1 eff.) Only die when reaching: -50.00 life See invisible: +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour) spellcowled linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +2 Wil Spell save: +5 (+0 eff.) Maximum mana: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% lightning / +6% temporal A pair of boots made of leather. |
pair of hardened leather boots of evasion (4 def, 3 armour) pair of hardened leather boots of evasion (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 44% chance to evade melee and ranged attacks and 77 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
psychic's dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) psychic's dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 mind Changes stats: +3 Mag Changes resistances: +6% mind Changes damage: +6% mind / +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Amelin' (0 def, 5 armour) rough leather gloves 'Amelin' (0 def, 5 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +5 Damage (Melee): 5 nature Damage when hit (Melee): 4 mind Changes resistances: +6% nature Changes damage: +4% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
bladed rough leather cap of ire (0 def, 1 armour) bladed rough leather cap of ire (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Str / +1 Con Physical save: +6 (+1 eff.) Mental save: +5 (+0 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1597.4 Physical damage. If the attack hits, the target is confused (49% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
elven-silk wizard hat 'Weepoath' (3 def, 0 armour) elven-silk wizard hat 'Weepoath' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 acid Changes stats: +15 Mag / +13 Wil / +7 Cun Changes resistances: +6% acid / +6% nature Changes resistances penetration: +35% acid / +25% temporal / +20% nature Spell save: +15 (+2 eff.) Spellpower: +6 (+1 eff.) Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
Blindseam the stralite mail armour (17 def, 16 armour) Blindseam the stralite mail armour (17 def, 16 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +21% blight / +26% fire / +20% darkness Changes resistances penetration: +25% light Mental save: +22 (+3 eff.) Light radius: +2 Infravision radius: +2 A suit of armour made of mail. |
Arulrana (20 def, 14 armour) Arulrana (20 def, 14 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +14 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +3 Str / +2 Dex / +8 Wil / +8 Cun Changes resistances: +30% lightning / +3% physical Changes damage: +3% physical Critical mult.: +18.00% Mental save: +25 (+4 eff.) Maximum stamina: +30.00 A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)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 (+1 eff.) Fatigue: +10% Changes stats: +9 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +7 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 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... |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 63, based on Cunning and Magic) for 10 turns Activation costs 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 5.5 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 361.37 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)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 Str / +4 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 3.5 Power cost: 20 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 150.34 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
enlightening drakeskin leather armour of the deep (20 def, 14 armour) enlightening drakeskin leather armour of the deep (20 def, 14 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +9 Cun / +9 Wil Changes resistances: +14% acid / +14% cold Allows you to breathe in: water Mental save: +25 (+4 eff.) A suit of armour made of leather. |
Galeyahell (0 def, 8 armour, 10-11 power, 41 block) Galeyahell (0 def, 8 armour, 10-11 power, 41 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stats: 135% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +41 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +8 Fatigue: +8% Changes stats: +1 Wil Changes resistances: +16% fire Talent granted: +1 Block Handheld deflection devices. |
Lunar Shield (0 def, 20 armour, 45-63 power, 250 block) Lunar Shield (0 def, 20 armour, 45-63 power, 250 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 45.0 - 63.0 Uses stats: 135% Wil, 50% Mag Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +20 Fatigue: +2% Changes resistances: +25% darkness Changes damage: +40% darkness Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight Talent granted: +1 Block Spellpower: +20 (+4 eff.) Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Titanic (20 def, 18 armour, 48-58 power, 320 block) Titanic (20 def, 18 armour, 48-58 power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 135% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+4 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
corrosive dwarven-steel shield of the stars (0 def, 6 armour, 28-34 power, 82 block) corrosive dwarven-steel shield of the stars (0 def, 6 armour, 28-34 power, 82 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stats: 135% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +82 Damage (Melee): +13 acid / +10 light / +10 darkness When wielded/worn: Armour: +6 Fatigue: +8% Effects when hit in melee: * 13% chance to reduce armor by 50% Changes stats: +4 Mag / +3 Cun / +3 Con Changes resistances: +11% acid / +12% light / +10% darkness Changes damage: +10% light / +10% darkness Talent granted: +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of fire resistance (+18%) (0 def, 6 armour, 28-34 power, 81.5 block) shocking dwarven-steel shield of fire resistance (+18%) (0 def, 6 armour, 28-34 power, 81.5 block)Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stats: 135% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +82 When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 12 lightning Damage when hit (Melee): 1 lightning Changes resistances: +18% fire Talent granted: +1 Block Handheld deflection devices. |
agate agate0.00 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. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Fulafang the Obsidianminister Fulafang the ObsidianministerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 32% Changes resistances: +6% nature / +9% darkness Changes damage: +6% cold Physical save: +5 (+1 eff.) Light radius: +3 Healing mod.: +10% 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. |
void-walker's brass lantern of the sun void-walker's brass lantern of the sunPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% temporal / +7% darkness / +6% cold Changes damage: +7% light Damage affinity(heal): +5% light Light radius: +5 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 481.91 light damage. At talent level 3 you gain 55% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 4.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 109 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Necro deactivates Reaping.
Necro activates Reaping.
Necro deactivates Hiemal Shield.
Necro activates Hiemal Shield.
Necro deactivates Elemental Discord.
Necro activates Elemental Discord.
Necro deactivates Augmentation.
Necro activates Augmentation.
Necro deactivates Aura of Undeath.
Necro activates Aura of Undeath.
Necro deactivates Feather Wind.
Necro activates Feather Wind.
Necro deactivates Shock Hands.
Necro activates Shock Hands.
Necro deactivates Adventure Friendly Fire Disabler.
Necro activates Adventure Friendly Fire Disabler.
Necro deactivates Fiery Hands.
Necro activates Fiery Hands.
Necro deactivates Battle Frenzy.
Necro activates Battle Frenzy.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Arcane Combat
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Character control switched to SunyBoy.
Character control switched to Necro.
JonasWander stops shining.
The shield around JonasWander crumbles.
Character control switched to SunyBoy.
SunyBoy vanishes from sight.