










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 41 / 15% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 8 on the 6th Mirth 122nd year of Ascendancy at 22:56 0 / 8Killed by gwelgoroth at level 15 on the 16th Dusk 122nd year of Ascendancy at 16:05 Killed by Xanobrenne the green jelly at level 16 on the 22nd Dusk 122nd year of Ascendancy at 23:23 Killed by elven corruptor at level 27 on the 9th Haze 122nd year of Ascendancy at 04:17 Killed by Ce'Nunne the rattlesnake at level 41 on the 49th Regrowth 123rd year of Ascendancy at 06:39 Killed by Ce'Nunne the rattlesnake at level 41 on the 49th Regrowth 123rd year of Ascendancy at 12:47 Killed by Ce'Nunne the rattlesnake at level 41 on the 49th Regrowth 123rd year of Ascendancy at 15:32 Killed by Ce'Nunne the rattlesnake at level 41 on the 49th Regrowth 123rd year of Ascendancy at 19:07 |
Primary Stats
Strength | 50 (base 19) |
Dexterity | 77 (base 36) |
Constitution | 66 (base 39) |
Magic | 86 (base 41) |
Willpower | 47 (base 21) |
Cunning | 94 (base 42) |
Resources
Life | -19/1082 |
Mana | 285/525 |
Stamina | 295/338 |
Equilibrium | 20 |
Healing Factor | 1.3588369623248 |
Regeneration | 5.7750570898804 |
Speed
Mental | -8.9817042692175E-12% |
Attack | 0% |
Movement | 0% |
Spell | -8.9817042692175E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | -995 |
Infravision | 7 |
See Stealth | 56.998241349546 |
See Invisible | 65.998241349546 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 105 |
Accuracy | 57 |
Crit Chance | 35% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 71 |
Accuracy | 57 |
Crit Chance | 34% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 34% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 70 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +17% |
Darkness | +32% |
Cold | +28% |
Fire | +2% |
Mind | +11% |
All | +2% |
Offense: Damage Penetration
Lightning | +20% |
Light | +5% |
Blight | +15% |
Arcane | +15% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 29 (72.718496631565%) |
Defense | 67 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 33 |
Mental Save | 43 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 9%( 70%) |
Cold | + 34%( 70%) |
All | + 6%( 70%) |
Darkness | + 34%( 70%) |
Light | + 34%( 80%) |
Temporal | + 34%( 70%) |
Lightning | + 37%( 70%) |
Fire | + 14%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Pinning Resistance | 31% |
Disarm Resistance | 48% |
Confusion Resistance | 46% |
Silence Resistance | 28% |
Stun Resistance | 32% |
Instadeath Resistance | 100% |
Knockback Resistance | 27% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 561 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 173 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. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 259 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 129 with a minimum range of 15. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 530 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 2/5 |
| 3/5 |
| 4/5 |
| 3/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by Linsal's Inner Demon. Escort: repented thief (level 1 of Old Forest) | failed |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 81. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes resistances: +12% lightning / +9% fire / +15% acid Silence immunity: +28% Disarm immunity: +20% Confusion immunity: +35% Stun/Freeze immunity: +32% Life regen: +4.00 Maximum life: +80.00 A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 68% Effects when hit in melee: * 20% chance to reduce strength, dexterity, and constitution by 35 * 30% chance to reduce damage dealt by 31% Changes stats: +5 Dex / +5 Wil / +6 Cun Changes resistances: +3% nature Changes resistances penetration: +20% cold Changes damage: +6% cold Mindpower: +8 (+2 eff.) A cap made of leather. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 410 Activation puts all charms on cooldown for 12 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Requires: - Level 15 Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 38 power out of 50/50) : Effective talent level: 2.0 Power cost: 38 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. This item has been sent to the Item's Vault. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Disarm immunity: +28% Pinning immunity: +31% Knockback immunity: +27% Maximum life: +23.00 Rings make your fingers look great! |
Around neck | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Cun / +5 Wil Changes resistances: +6% lightning Changes resistances penetration: +15% arcane / +20% lightning Critical mult.: +20.00% Mental save: +7 (+2 eff.) Confusion immunity: +11% Mindpower: +7 (+2 eff.) Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 19% chance to reduce all saves and defense by 39 On weapon crit: * Splash the target with acid dealing 215 damage over 5 turns and reducing armor and accuracy by 27 Damage (Melee): +20 light / +21 mind / +13 cold Damage (radius 1) on hit: +4 mind When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +5 Cun / +6 Wil Changes resistances penetration: +5% light Changes damage: +9% mind One-handed war axes. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 23 power out of 30/30) : Effective talent level: 4.0 Power cost: 23 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 34% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 138% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 35 On weapon crit: * Splash the target with acid dealing 215 damage over 5 turns and reducing armor and accuracy by 27 Damage (Melee): +25 blight / +15 cold When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +15% blight Disease immunity: +22% Light radius: +3 One-handed war axes. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+3 eff.) Damage when hit (Melee): 6 acid Changes stats: +4 Str / +2 Wil Critical mult.: +20.00% Physical save: +8 (+3 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Light radius: +2 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Level 35 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 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 40, based on Cunning and Magic) for 10 turns Activation costs 38 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. This item has been sent to the Item's Vault. |
Inventory
![]() 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 870% 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 344.76 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 396.54 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +3% cold / +15% light / +9% darkness Physical save: +13 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +10 (+3 eff.) Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 28 power out of 36/36) : Effective talent level: 4.0 Power cost: 28 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (182). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +5 Changes stats: +3 Dex / +7 Mag Changes resistances penetration: +10% physical Changes damage: +5% acid / +6% fire / +5% cold / +5% lightning Only die when reaching: -80.00 life Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +4 Dex / +7 Mag Changes resistances: +6% light Spell save: +9 (+5 eff.) Mental save: +11 (+4 eff.) Silence immunity: +20% Confusion immunity: +46% Knockback immunity: +20% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 arcane Changes resistances: +22% acid / +6% temporal / +15% cold / +14% fire / +5% arcane / +17% lightning Changes resistances penetration: +25% arcane Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+4 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 39 Damage (Melee): 9 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 39 Damage (Ranged): 10 physical Changes stats: +10 Cun / +7 Dex Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +30% light Changes damage: +15% light Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +24% lightning Changes damage: +12% lightning Maximum encumbrance: +26 Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 39 Damage (Melee): 20 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 39 Damage (Ranged): 13 physical Changes stats: +5 Cun / +3 Con Spell save: +14 (+7 eff.) Hate when firing a critical mind attack: +1.00 Maximum stamina: +25.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% cold Changes damage: +10% cold Physical save: +6 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Life regen: +11.00 Maximum life: +60.00 Healing mod.: +13% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +11% nature / +10% blight Poison immunity: +19% Disease immunity: +18% Disarm immunity: +36% Pinning immunity: +31% Knockback immunity: +35% Maximum life: +28.00 Rings make your fingers look great! |
![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() Tulorig (134% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 134% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 1) on hit: +8 physical When wielded/worn: Armour penetration: +8 Damage when hit (Melee): 6 physical Changes stats: +4 Con Critical mult.: +10.00% Maximum stamina: +20.00 Sharp, short and deadly. |
![]() acidic dwarven-steel dagger of massacre (132% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 215 damage over 5 turns and reducing armor and accuracy by 27 Sharp, short and deadly. |
![]() dwarven-steel dagger of massacre (126% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 127% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
![]() hateful stralite dagger of massacre (142% power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 143% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +10% Living Sharp, short and deadly. |
![]() inquisitor's dwarven-steel dagger (117% power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Deals 114 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() stralite dagger of torment (132% power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 132% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
![]() truestriking dwarven-steel dagger of enduring (120% power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 121% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +5 Changes stats: +5 Con / +5 Wil Changes resistances penetration: +7% physical Maximum life: +22.00 Sharp, short and deadly. |
![]() Forestfoe (153% power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 153% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Armour penetration: +5 Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +9 Con Changes damage: +12% nature Massive two-handed mauls. |
![]() stralite greatsword of projection (161% power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
![]() thought-forged dwarven-steel greatsword of massacre (159% power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 21% chance to reduce all saves and defense by 39 Damage (Melee): +14 mind When wielded/worn: Changes stats: +7 Cun / +3 Wil Massive two-handed swords. |
![]() Duvelathatir the Tidedash Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 On weapon hit: * 20% chance to reduce damage dealt by 31% Damage (radius 1) on hit: +20 cold When wielded/worn: Effects on ranged hit: * 20% chance to reduce all saves and defense by 39 Damage when hit (Melee): 10 mind Changes stats: +8 Dex Changes resistances penetration: +12% physical Changes damage: +12% mind / +15% cold Longbows are used to shoot arrows at your foes. |
![]() Shinepiety the yew longbow Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +8.0% Physical power: +20 (+5 eff.) Armour: +4 Changes stats: +6 Con Changes resistances: +15% light Changes resistances penetration: +10% darkness Light radius: +2 Longbows are used to shoot arrows at your foes. |
![]() mighty yew longbow of true flight Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +17 (+5 eff.) Physical crit. chance: +11.0% Physical power: +11 (+3 eff.) Changes stats: +5 Str Longbows are used to shoot arrows at your foes. |
![]() stormbringer's yew longbow of dexterity (+6) Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +8 lightning / +21 cold When wielded/worn: Changes stats: +6 Dex Changes resistances penetration: +15% lightning / +8% cold / +11% physical Movement speed: +43% Longbows are used to shoot arrows at your foes. |
![]() 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: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 129 cold damage (1/turn) Damage (Melee): +10 darkness Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +12 darkness Damage against: +14% Living When wielded/worn: Accuracy: +24 (+7 eff.) Armour penetration: +12 Changes resistances: +9% lightning Changes resistances penetration: +13% physical / +18% cold Changes damage: +12% darkness / +23% cold Sharp, long, and deadly. |
![]() Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +15 darkness Damage against: +17% Living When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% Damage when hit (Melee): 4 nature Changes stats: +7 Str / +13 Dex / +9 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +6% nature Changes resistances penetration: +10% nature Blunt and deadly. |
![]() Khelychak the vined mindstar (85% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 50% Wil, 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: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 39 Damage (radius 2) on crit: +16 mind When wielded/worn: Changes stats: +6 Cun / +2 Wil Changes resistances: +9% mind Talent granted: +1 Attune Mindstar Critical mult.: +11.00% Psi when hit: +0.04 Maximum hate: +8.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
![]() nature's thorny mindstar of life (91% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 92% Range: 1.1x Uses stats: 50% Wil, 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +3% nature Talent granted: +1 Attune Mindstar Disease immunity: +16% Life regen: +0.50 Maximum life: +18.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
![]() Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 7 power out of 8/8) : Effective talent level: 3.0 Power cost: 7 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() Salyribeth (111% power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +30 (+8 eff.) Armour: +4 Changes stats: +2 Str / +3 Dex / +3 Mag / +8 Wil Changes resistances: +2% physical Changes damage: +15% physical / +15% temporal Talent granted: +1 Command Staff Maximum mana: +41.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() balanced blue-steel trident of erosion (118% power, 8 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Power: 118% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Damage (Melee): +10 nature When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+3 eff.) Disarm immunity: +34% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() chilling deep-steel trident of massacre (147% power, 10 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() hateful deep-steel trident of torment (133% power, 10 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 134% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +16 darkness Damage against: +16% Living A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() dwarven-steel waraxe 'Bregefast' (118% power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +14 darkness / +8 physical Damage (radius 1) on hit: +12 physical Damage against: +14% Living When wielded/worn: Physical crit. chance: +3.0% Changes stats: +7 Con Physical save: +6 (+2 eff.) Knockback immunity: +20% One-handed war axes. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Damage against: +15% Summoned Reduced damage from: +21% Summoned Mental save: +6 (+2 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
![]() Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 22 power out of 28/28) : Effective talent level: 2.0 Power cost: 22 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 125.72 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. This item has been sent to the Item's Vault. |
![]() cashmere cloak of battle (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() dreamer's cashmere robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +10% darkness / +12% mind / +11% all Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +23 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Changes stats: +3 Dex / +7 Mag / +7 Wil / +11 Cun Changes resistances penetration: +10% blight Physical save: +16 (+5 eff.) Spell save: +16 (+8 eff.) Mental save: +18 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disengage, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Effects on melee hit: * 20% chance to reduce damage dealt by 31% Changes stats: +4 Cun / +4 Con Changes resistances penetration: +20% darkness Maximum encumbrance: +36 Physical save: +39 (+13 eff.) Mental save: +25 (+8 eff.) Spellpower: +11 (+2 eff.) Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of dwarven-steel boots 'Radianceglory' (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 45% Changes stats: +3 Cun / +4 Con Changes resistances: +3% acid / +3% light / +12% mind Changes resistances penetration: +20% light Changes damage: +9% acid / +12% light / +3% mind Physical save: +13 (+4 eff.) Mental save: +13 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Fatigue: +3% Damage (Melee): 10 darkness Effects when hit in melee: * 34% chance to reduce strength, dexterity, and constitution by 35 * 23% chance to reduce damage dealt by 31% Changes stats: +5 Mag Changes resistances: +5% darkness Changes damage: +6% darkness Mental save: +7 (+2 eff.) Life regen: +3.00 Stamina each turn: +0.80 Maximum life: +40.00 Maximum stamina: +21.00 Light radius: +1 See invisible: +9 When used to modify unarmed attacks: Power: 131% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Nightmare (10% chance level 3). On weapon hit: * 6% chance to reduce damage dealt by 31% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's voratun gauntlets of strength (+6) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +6 Str / +3 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+3 eff.) When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() umbral dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 darkness Changes stats: +3 Mag Changes resistances: +8% darkness Changes damage: +6% darkness / +6% arcane When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 7% chance to reduce damage dealt by 31% Damage (Melee): +8 arcane Damage (radius 2) on crit: +8 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +10 Wil / +10 Mag Changes resistances: +25% acid / +25% fire / +25% lightning / +25% cold Changes damage: +25% acid / +25% fire / +25% lightning / +25% cold Spellpower: +15 (+3 eff.) Mindpower: +15 (+4 eff.) This jeweled crown shimmers with colors. This item has been sent to the Item's Vault. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +5 (+2 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+2 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() psion's cashmere wizard hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +7% mind Changes damage: +8% mind Physical save: +11 (+4 eff.) Mental save: +10 (+3 eff.) Maximum psi: +18.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() cured leather armour (6 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% A suit of armour made of leather. |
![]() hardened leather armour of Eyal (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Life regen: +3.00 Maximum life: +40.00 Healing mod.: +13% A suit of armour made of leather. |
![]() volcanic reinforced leather armour of cold resistance (12 def, 16 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +12 (+3 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 6 fire Changes resistances: +14% physical / +24% fire / +15% cold A suit of armour made of leather. |
![]() coruscating dwarven-steel shield of reflection (0 def, 6 armour, 138% power, 71 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): Power: 139% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +71 Damage (Melee): +13 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 9 fire Changes stats: +2 Str Changes resistances: +13% fire / +13% light / +13% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() reinforced dwarven-steel shield (0 def, 11 armour, 138% power, 119 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 139% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +119 When wielded/worn: Armour: +11 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 60% Dex, 20% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Neroba the Pitchquencher (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +5 Str / +2 Mag / +5 Wil / +6 Cun / +1 Con Changes resistances: +6% darkness / +9% fire Changes resistances penetration: +15% fire Changes damage: +6% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +5% darkness / +7% fire Critical mult.: +5.00% Equilibrium when hit: +0.28 Maximum life: +28.00 Maximum stamina: +18.00 Maximum psi: +30.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 76 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused 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.(104 power, based on Willpower) Activation costs 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +6 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 29). It can be used to release absorbed darkness in a 6 radius cone with a 60% chance to blind (based on lite radius), dealing 306.24 darkness damage (based on Mindpower and charge) Activation costs 8 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 31 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% blight / +7% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +8 Infravision radius: +5 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 46 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 16 power out of 25/25) : Effective talent level: 3.0 Power cost: 16 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 136% of the healing done. This effect scales with your Magic stat. Activation costs 57 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 Activation costs 153 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 149% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() pouch of steel shots 'Brightlace' (58/58, 125% power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 125% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 58 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 45% Damage (Ranged): +12 acid Damage (radius 1) on hit: +8 acid / +20 light Damage (radius 2) on crit: +8 acid / +20 light When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +2% physical / +18% darkness / +15% cold Blindness immunity: +20% Healing mod.: +20% It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 418 physical damage Activation puts all charms on cooldown for 12 turns. When used: * Gain a 30% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 356 Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 350 Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 356 Activation puts all charms on cooldown for 12 turns. When used: * Heal for 38. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances penetration: +10% fire Changes damage: +6% acid / +21% temporal / +27% fire It can be used to create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 16 turns. When used: * Heal for 78. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +3 Dex / +4 Wil / +8 Cun Changes resistances penetration: +20% darkness / +25% lightning Infravision radius: +3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 131 lightning damage and will be dazed for 1 turn (655 total damage) Activation puts all charms on cooldown for 12 turns. When used: * Gain a 32% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 16 turns. When used: * Reduce fatigue by 32% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 23 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Linsal the Cornac Adventurer level 33
27th Haze 122nd year of Ascendancy at 14:53 see stats
By Linsal the Cornac Adventurer level 39
23rd Regrowth 123rd year of Ascendancy at 17:40 see stats
By Linsal the Cornac Adventurer level 32
21st Haze 122nd year of Ascendancy at 21:40 see stats
By Linsal the Cornac Adventurer level 28
11st Haze 122nd year of Ascendancy at 14:09 see stats
By Linsal the Cornac Adventurer level 36
79th Haze 122nd year of Ascendancy at 11:23 see stats
By Linsal the Cornac Adventurer level 22
57th Dusk 122nd year of Ascendancy at 19:05 see stats
By Linsal the Cornac Adventurer level 37
9th Decay 122nd year of Ascendancy at 11:28 see stats
By Linsal the Cornac Adventurer level 20
44th Dusk 122nd year of Ascendancy at 04:02 see stats
By Linsal the Cornac Adventurer level 39
23rd Regrowth 123rd year of Ascendancy at 17:25 see stats
By Linsal the Cornac Adventurer level 18
33rd Dusk 122nd year of Ascendancy at 22:21 see stats
By Linsal the Cornac Adventurer level 24
74th Dusk 122nd year of Ascendancy at 19:01 see stats
By Linsal the Cornac Adventurer level 36
76th Haze 122nd year of Ascendancy at 09:03 see stats
By Linsal the Cornac Adventurer level 19
36th Dusk 122nd year of Ascendancy at 10:44 see stats
By Linsal the Cornac Adventurer level 33
25th Haze 122nd year of Ascendancy at 13:39 see stats
By Linsal the Cornac Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 17:40 see stats
By Linsal the Cornac Adventurer level 20
43rd Dusk 122nd year of Ascendancy at 14:40 see stats
By Linsal the Cornac Adventurer level 30
16th Haze 122nd year of Ascendancy at 07:07 see stats
By Linsal the Cornac Adventurer level 40
25th Regrowth 123rd year of Ascendancy at 21:34 see stats
By Linsal the Cornac Adventurer level 38
12nd Regrowth 123rd year of Ascendancy at 06:16 see stats
By Linsal the Cornac Adventurer level 37
2nd Wintertide 123rd year of Ascendancy at 16:46 see stats
By Linsal the Cornac Adventurer level 37
7th Decay 122nd year of Ascendancy at 04:25 see stats
By Linsal the Cornac Adventurer level 28
10th Haze 122nd year of Ascendancy at 04:04 see stats
By Linsal the Cornac Adventurer level 31
19th Haze 122nd year of Ascendancy at 05:28 see stats
By Linsal the Cornac Adventurer level 9
8th Mirth 122nd year of Ascendancy at 00:58 see stats
By Linsal the Cornac Adventurer level 23
63rd Dusk 122nd year of Ascendancy at 18:09 see stats
By Linsal the Cornac Adventurer level 15
18th Dusk 122nd year of Ascendancy at 05:28 see stats
By Linsal the Cornac Adventurer level 22
63rd Dusk 122nd year of Ascendancy at 03:05 see stats
By Linsal the Cornac Adventurer level 28
10th Haze 122nd year of Ascendancy at 04:04 see stats
By Linsal the Cornac Adventurer level 19
36th Dusk 122nd year of Ascendancy at 05:33 see stats
By Linsal the Cornac Adventurer level 31
21st Haze 122nd year of Ascendancy at 05:56 see stats
Log
Ce'Nunne the rattlesnake hits Linsal for 32 physical damage.
Bleeding from Ce'Nunne the rattlesnake hits Linsal for 16 physical damage.
Imploding (slow) from Ce'Nunne the rattlesnake hits Linsal for 32 physical damage.
Ce'Nunne the rattlesnake is not dazed anymore.
Ce'Nunne the rattlesnake's Beyond the Flesh hits Linsal for 81 physical, 18 physical (99 total damage).
Epidemic from Linsal hits Ce'Nunne the rattlesnake for (29 flat reduction), 2 blight (2 total damage).
Acid Splash from Linsal hits Ce'Nunne the rattlesnake for (4 to psi shield), (6 flat reduction), 0 acid (0 total damage).
Melee retaliation hits Ce'Nunne the rattlesnake for (13 flat reduction), 0 darkness, (2 to psi shield), (2 flat reduction), 0 acid, (4 flat reduction), 0 light, (14 flat reduction), 0 cold (0 total damage).
Linsal uses Lunge.
Linsal misses Ce'Nunne the rattlesnake.
Ce'Nunne the rattlesnake shrugs off the effect 'Numbing Darkness'!
Ce'Nunne the rattlesnake throws Linsal to the ground!
Linsal is dazed!
Ce'Nunne the rattlesnake resists the blow!
Ce'Nunne the rattlesnake hits Linsal for (24 parried), 187 physical, 18 physical (206 total damage).
Melee retaliation hits Ce'Nunne the rattlesnake for (13 flat reduction), 0 darkness, (2 to psi shield), (2 flat reduction), 0 acid, (4 flat reduction), 0 light, (14 flat reduction), 0 cold (0 total damage).
Linsal is not dazed anymore.
Bleeding from Ce'Nunne the rattlesnake hits Linsal for 48 physical damage.
Imploding (slow) from Ce'Nunne the rattlesnake hits Linsal for 69 physical damage.
Ce'Nunne the rattlesnake's Beyond the Flesh performs a melee critical strike against Linsal!
Ce'Nunne the rattlesnake throws a finishing uppercut.
Ce'Nunne the rattlesnake performs a melee critical strike against Linsal!
Linsal is stunned!
Ce'Nunne the rattlesnake's Beyond the Flesh hits Linsal for 146 physical, 19 physical (165 total damage).
Ce'Nunne the rattlesnake hits Linsal for 405 physical, 20 physical (425 total damage).
Epidemic from Linsal hits Ce'Nunne the rattlesnake for (26 flat reduction), 0 blight (0 total damage).
Acid Splash from Linsal hits Ce'Nunne the rattlesnake for (3 to psi shield), (5 flat reduction), 0 acid (0 total damage).
Melee retaliation hits Ce'Nunne the rattlesnake for (11 flat reduction), 0 darkness, (1 to psi shield), (2 flat reduction), 0 acid, (4 flat reduction), 0 light, (12 flat reduction), 0 cold, (11 flat reduction), 0 darkness, (1 to psi shield), (2 flat reduction), 0 acid, (4 flat reduction), 0 light, (12 flat reduction), 0 cold (0 total damage).
Linsal the level 41 cornac adventurer was tortured to death by Ce'Nunne the rattlesnake on level 1 of Ruined Dungeon.