











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Daeron Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, all spells, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING! Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Possessor Bonus Class 1.7.4Donators/Buyers bonus! The Black Bikini 1.7.0Adds new artifact The Black Bikini (automatically changed to The Black Mankini for male characters) with stats identical to Black Robe and appearing at roughly the same depths. In addition, if the Ashes of Urh'Rok DLC is active, both Black Robe and The Black Bikini will be modified to be Obsidian Treasures (like the Black Ring and the Black Core), granting additional defense proportional to the player's total Shadow Power. Frequently Asked Questions: 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:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Godling 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above Pepper Pack 1.7.6Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Living Eyal 1.7.6Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. |Places all extra cities on map, and adds extra dungeons and cities like heroes rest (trainer city). Also reacts to Ooze mod, undead racepack and faetouched collection. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Unlock Cultists of Entropy 1.7.6Couldn't figure out how to finish the day it came forbidden book so I made this instead. Adds an in-game menu item. Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Naloren Pack 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. Items Vault 1.7.6Donators/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:
White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Birth Items 1.7.6Adds a few birth items to classes that I play, namely low-tier items that are useful early and class-specific but can't be reliably found. ---Current supported classes--- 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 | Madness Adventure |
Sex | Female |
Race | Nalore |
Class | Marauder |
Level / Exp | 40 / 42% |
Size | huge |
Lifes / Deaths | Killed by Belaba the elven blood mage at level 24 on the 38th Haze 122nd year of Ascendancy at 18:41 0 / 8Killed by Adevea the elven elite warrior at level 24 on the 38th Haze 122nd year of Ascendancy at 19:40 Killed by ritch flamespitter at level 24 on the 39th Haze 122nd year of Ascendancy at 01:45 Killed by elven blood mage at level 24 on the 39th Haze 122nd year of Ascendancy at 03:35 Killed by Polariakira the venom drake at level 28 on the 75th Haze 122nd year of Ascendancy at 08:49 Killed by Ce'Nossra the snow giant boulder thrower at level 28 on the 75th Haze 122nd year of Ascendancy at 10:10 Killed by Kelak the dolleg at level 40 on the 31st Regrowth 123rd year of Ascendancy at 14:56 Killed by Kelak the dolleg at level 40 on the 31st Regrowth 123rd year of Ascendancy at 15:53 |
Primary Stats
Strength | 170 (base 60) |
Dexterity | 81 (base 60) |
Constitution | 138 (base 26) |
Magic | 79 (base 34) |
Willpower | 81 (base 60) |
Cunning | 110.2 (base 60) |
Resources
Life | -41/1490 |
Steam | 100/100 |
Stamina | 296/394 |
Psi | 101/171 |
Healing Factor | 2.5 |
Regeneration | 62.969837612971 |
Speed
Mental | -1.0214051826551E-12% |
Attack | -1.1102230246252E-14% |
Movement | -5.9952043329758E-12% |
Spell | -1.1102230246252E-14% |
Global | +110% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 18 |
See Stealth | 102.34567487702 |
See Invisible | 102.34567487702 |
Offense: Mainhand
Damage | 308 |
Accuracy | 98 |
Crit Chance | 140% |
APR | 71 |
Speed | 0.80 |
Offense: Offhand
Damage | 277 |
Accuracy | 98 |
Crit Chance | 140% |
APR | 71 |
Speed | 0.80 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 71% |
Speed | 1 |
Offense: Mind
Mindpower | 104 |
Crit Chance | 53% |
Speed | 1 |
Offense: Damage Bonus
Mind | +30% |
Darkness | +80% |
Light | +58% |
Temporal | +20% |
Nature | +16% |
Physical | +15% |
Cold | +13% |
All | +10% |
Offense: Damage Penetration
Darkness | +105% |
Light | +70% |
Temporal | +55% |
Physical | +71% |
Mind | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 81 (128.28084636502%) |
Defense | 98 |
Ranged Defense | 98 |
Fatigue | 0 |
Physical Save | 84 |
Spell Save | 64 |
Mental Save | 48 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 40%( 70%) |
Cold | + 30%( 70%) |
All | + 20%( 70%) |
Mind | + 48%( 70%) |
Lightning | + 32%( 70%) |
Light | + 78%( 80%) |
Temporal | + 59%( 70%) |
Physical | + 70%( 70%) |
Darkness | + 80%( 80%) |
Fire | + 47%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 88% |
Poison Resistance | 30% |
Disarm Resistance | 50% |
Bleed Resistance | 19% |
Pinning Resistance | 100% |
Silence Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 36% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 207 with a minimum range of 15. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 380 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 703% 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 Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 147.35 physical damage and 297.27 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Thought-Forms | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Throwing knives | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Dual techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Psionic / Focus | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.84 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Naloren | 1.20 |
| 4/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Steamtech / Engineering | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Steamtech / Blacksmith | 1.40 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Psionic / Augmented mobility | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.84 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.83 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Psionic / Finer energy manipulations | 1.40 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
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. | active |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You failed to protect the lone alchemist from death by armoured skeleton warrior. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the lost tinker from death by Porath the giant army ant. Escort: lost tinker (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the wandering musician to the recall portal on level 1 of Dreadfell. Escort: wandering musician (level 1 of Dreadfell)As a reward you gained talent category Performer / Wanderer (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow your people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, your people may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving your people. * The owner of The Seaforge and his Freek associate may now be able to offer you some special training. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 334. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed faerlhing fang. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed mummified bone. Ungrol of Last Hope has completed an elixir of brawn without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 5 Base power: 72.0 - 115.2 Uses stats: 40% Wil, 120% Str, 50% Mag, 31% Con Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +16.0% Attack speed: 100% On weapon crit: * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%%. Damage is based on Cunning. Damage (Melee): +8 lightning Damage (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +21 Effects on melee hit: * 20% chance to slow global speed by 81% Changes resistances: +9% blight / +6% temporal / +12% light Changes resistances penetration: +21% physical Changes damage: +6% nature Spell save: +8 (+2 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Quiver | ![]() Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 50% Mag, 50% Str, 40% Wil, 70% Dex, 31% Con Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 On weapon hit: * 20 arcane resource burn Damage (Ranged): +21 sound / +8 nature / +20 acid Damage (radius 2) on crit: +11 sound / +8 nature / +20 acid Arrows are used with bows to pierce your foes to death. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +15 Fatigue: +5% Effects on melee hit: * 22% chance to slow global speed by 81% Changes stats: +2 Str / +6 Mag / +4 Cun / +9 Con Changes resistances: +12% nature / +10% light / +10% darkness Changes resistances penetration: +10% mind Equilibrium when hit: +0.08 Mindpower: +20 (+4 eff.) Mental crit. chance: +2% Infravision radius: +2 When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex, 31% Con Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% Damage (radius 2) on crit: +50 light / +50 darkness It can be used to activate talent Starfall, placing all other charms into a 11 cooldown : Effective talent level: 4.0 Power cost: 11 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 2 area, doing 289.35 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 6 When wielded/worn: Changes stats: +10 Mag / +10 Con Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light / +10% darkness Changes resistances penetration: +20% light / +20% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +10% light / +10% darkness Talent masteries: +0.20 Celestial / Eclipse +0.20 Celestial / Sunlight +0.20 Celestial / Twilight Spellpower: +10 (+2 eff.) Infravision radius: +16 The heart seems to emit twilight when you deal darkness damage. Standing on twilit tiles, you feel stronger. Talent on hit(spell): Suncloak (15% chance level 5). Talent on hit(spell): Invoke Darkness (15% chance level 5). This dark grey heart is basked in the power of sun and moon intertwined. Dim twilight dictates its surroundings, blending sunlight and moonlight. |
On head | ![]() 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.) Changes stats: +2 Str / +7 Mag / +13 Wil / +7 Cun / +3 Con Changes resistances: +12% acid / +20% mind / +12% blight Changes resistances penetration: +10% physical Changes damage: +20% mind Physical save: +12 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +13% darkness / +13% temporal Changes resistances penetration: +15% darkness / +10% temporal Silence immunity: +23% Confusion immunity: +35% Stun/Freeze immunity: +25% Defense after a teleport: +17 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Tool | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 8 power out of 25/25) : Effective talent level: 6.5 Power cost: 8 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Damage (Melee): 35 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 51 Damage (Ranged): 34 physical Damage when hit (Melee): 4 lightning Changes stats: +10 Cun Changes resistances: +15% lightning / +15% temporal / +15% blight / +6% cold / +15% nature Changes resistances penetration: +20% temporal Poison immunity: +30% Disease immunity: +27% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +36% Hate when firing a critical mind attack: +3.00 Maximum life: +45.00 Maximum hate: +13.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 6 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Changes stats: +60 Con / +20 Mag Changes resistances: +40% blight / +20% darkness / +4% all Changes resistances penetration: +20% darkness Changes damage: +20% darkness / +10% all Damage affinity(heal): +60% nature Talent mastery: +0.60 Celestial / Star fury Talent cooldown: Starfall (-6 turns) Stun/Freeze immunity: +120% Life regen: +8.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +25% Mental crit. chance: +5% Healing mod.: +120% Talent on hit(spell): Starfall (20% chance level 6). Once upon a time mortals gazed at the stars, lamenting at their distant beauty, wishing they would come closer one day. Through the ages the longing lingered, leaving behind a memory granting every so often a fleeting gaze from the stars. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 13 light / 11 darkness Effects when hit in melee: * 9% chance to blind * 12% chance to reduce damage dealt by 40% Damage when hit (Melee): 6 light Changes resistances: +18% light / +6% cold Changes damage: +3% cold / +8% light / +10% darkness Talent masteries: +0.33 Technique / Mobility +0.34 Cunning / Dirty fighting +0.34 Technique / Conditioning Amulets make your neck look great! |
In main hand | ![]() 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. The set is complete. Base power: 10.0 - 13.0 Uses stats: 50% Mag, 20% Str, 40% Wil, 20% Dex, 31% Con Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 200% of your Dexterity as Light damage (162). This is a bardic weapon. When wielded/worn: Changes resistances penetration: +25% light Changes damage: +25% light Light radius: +3 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +13 (+2 eff.) Changes resistances: +3% light Critical mult.: +7.00% Cut immunity: +20% Stamina each turn: +2.00 Maximum life: +100.00 A belt that goes around your waist. |
In off hand | ![]() 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. The set is complete. Base power: 10.0 - 13.0 Uses stats: 50% Mag, 20% Str, 40% Wil, 20% Dex, 31% Con Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 200% of your Cunning as Darkness damage (220). This is a bardic weapon. When wielded/worn: Changes resistances penetration: +25% darkness Changes damage: +25% darkness 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. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 5.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 125 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: +20 (+3 eff.) Armour: +20 Defense: +25 (+4 eff.) Fatigue: +8% Damage (Melee): 23 arcane / 16 physical Damage when hit (Melee): 16 arcane / 16 physical Changes stats: +24 Str / +11 Dex / +3 Con Changes resistances: +45% physical / +25% arcane / +19% darkness Changes resistances penetration: +15% physical Physical save: +42 (+8 eff.) Stamina each turn: +2.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 16 cooldown : Effective talent level: 5.2 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 8 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 202 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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 instantly heal yourself for 356 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 324 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 352 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 380 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -679 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1359 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1104% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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: 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 495 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 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) 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: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 blight, 5 fire, 3 mind, 2 physical 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 452.10 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength 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. |
![]() 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: 15 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 314.64 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. |
![]() 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 27% all resistance, you move 48% faster, and you are invisible (power 24). Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand 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: 12 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 101 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 Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 190 with a minimum range of 15. Its effects scale with your Strength 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. Press to compare to your current inscriptions |
Pendant of the Deep Pendant of the DeepPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +8 Wil / +8 Mag Changes resistances: +20% cold Changes damage: +10% cold Mana each turn: +0.50 Talent on hit(spell): Ice Shards (15% chance level 1). The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% nature / +6% physical Cut immunity: +40% Life regen: +2.00 Maximum life: +17.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 699 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 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 19 power out of 36/36) : Effective talent level: 5.5 Power cost: 19 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 13). 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. |
![]() stralite amulet 'Shimmermaim' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 14 cold Changes stats: +12 Str / +5 Dex / +5 Wil / +9 Cun / +13 Con Changes resistances: +13% acid Changes resistances penetration: +25% darkness Changes damage: +12% lightning Light radius: +4 Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Damage when hit (Melee): 6 acid / 6 darkness Changes stats: +6 Lck / +3 Cun Reduce all damage from unseen attackers: 4% Activating this item is instant. It can be used to activate talent Vanish, placing all other charms into a 21 cooldown : Effective talent level: 5.5 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You start vanishing from sight, moving 750% faster and gaining 10% chance to evade melee attacks for 3 game turns. When this effect ends you'll become invisible (power 40) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 50%. Any actions other than moving will end the movement speed boost and activate the invisibility prematurely. Note: since you will be moving very fast, game turns will pass very slowly. The invisibility power will increase with your Spellpower. Rings make your fingers look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% physical Changes damage: +11% physical Spell save: +6 (+1 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10 light / 12 poison Damage (Ranged): 11 light / 11 poison Changes stats: +2 Dex / +3 Mag / +2 Cun Changes damage: +11% light Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +13 (+2 eff.) Effects on melee hit: * 7% chance to reduce armor by 45% Damage (Ranged): 4 warp Changes stats: +6 Cun / +4 Str Changes damage: +3% acid Physical save: +7 (+1 eff.) Spell save: +9 (+2 eff.) Maximum mana: +60.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
![]() Brightkill 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 11% chance to reduce strength, dexterity, and constitution by 35 Damage (Ranged): 9 frostdusk Changes stats: +7 Wil Changes resistances penetration: +20% mind Changes damage: +12% light Spell save: +11 (+2 eff.) Mental save: +18 (+6 eff.) Psi when hit: +0.24 Hate when firing a critical mind attack: +5.00 Maximum hate: +14.28 Mental crit. chance: +9% Light radius: +4 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Crafted 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. |
![]() 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 (+1 eff.) 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 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +12 Defense: +25 (+4 eff.) Effects on melee hit: * 23% chance to slow global speed by 81% Damage when hit (Melee): 10 nature Changes stats: +3 Mag / +13 Wil Reduces incoming crit damage: 17.94% Disarm immunity: +37% Pinning immunity: +35% Knockback immunity: +38% Maximum life: +38.00 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Cun / +6 Wil Changes resistances: +20% cold Changes resistances penetration: +25% nature Changes damage: +6% mind / +10% cold Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 5 light / 8 fire Changes stats: +4 Dex / +3 Cun / +4 Lck Activating this item is instant. It can be used to activate talent All That Glitters (costing 16 power out of 30/30) : Effective talent level: 2.5 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 100.00 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +16 (+3 eff.) Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal Changes stats: +20 Cun / +8 Wil Changes resistances: +15% acid / +15% lightning Changes resistances penetration: +34% acid / +20% temporal Maximum psi: +40.00 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +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 (+2 eff.) Spell save: +10 (+2 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. |
![]() Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stats: 40% Wil, 160% Mag, 31% Con Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stats: 40% Wil, 150% Mag, 31% Con Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+4 eff.) Spellpower: +20 (+4 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 521 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Electrocutioner (45-67 power, 23 apr) Electrocutioner (45-67 power, 23 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Wil, 31% Con, 70% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +23 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 33%% chance to inflict Haywire on hit. If it does, there is a 50% chance a Deep Wound is also inflicted. Damage (Melee): +19 lightning / +13 physical / +14 bleed When wielded/worn: Changes damage: +17% lightning / +9% physical / +10% bleed This dark metal axe humms ominously, arcs of electricity leaping from its edge. You sense a terrible energy within it. |
![]() Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 120% Str, 50% Mag, 31% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 19 power out of 35/35) : Effective talent level: 4.5 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 321.90 fire damage, and flames will be left dealing a further 75.66 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 71.5 - 107.2 Uses stats: 40% Wil, 120% Str, 50% Mag, 31% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 129 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +20% lightning Changes damage: +31% lightning Massive two-handed battleaxes. |
![]() Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 57.2 Uses stats: 40% Wil, 31% Con, 60% Mag, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +36 dazing lightning When wielded/worn: Changes stats: +6 Dex / +11 Mag / +6 Cun / +5 Con Changes damage: +22% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Prothotipe's Prismatic Eye: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). It can be used to imbue the hammer with a gem of your choice Activation costs 6 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 62.5 - 93.8 Uses stats: 40% Wil, 120% Str, 50% Mag, 31% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 445 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +28 shocking sound / +126 fire / +12 acid When wielded/worn: Physical crit. chance: +21.0% Physical power: +17 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Str / +3 Wil Changes resistances penetration: +19% sound / +35% fire Changes damage: +3% arcane Light radius: +2 Infravision radius: +4 Global speed: +15% Combat speed: +10% Massive two-handed mauls. |
Whisper of Dusk (46-73 power, 9 apr) Whisper of Dusk (46-73 power, 9 apr)Requires: - Strength 20 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.0 - 73.6 Uses stats: 50% Mag, 90% Str, 40% Wil, 50% Dex, 31% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 120% Damage (radius 2) on crit: +17 physical bleed When wielded/worn: Fatigue: -12% Changes stats: +6 Cun / +3 Dex Slows Projectiles: +17% It can be used to activate talent Dusk's Whisper (costing 14 power out of 50/50) : Effective talent level: 6.5 Power cost: 14 out of 50/50. Range: 6 Travel Speed: 2000% of base Description: You quickly move up to 6 tiles to arrive adjacent to a target location you can see, slashing through anyone in your way. During your movement, you attack all foes within one grid of your path with your weapon for 117% weapon damage, also inflicting a Deep Wound for 50% of the damage dealt over 5 turns and reducing their healing received by 30%. Struck targets left with less than 20% of their life may die instantly! A seemingly innocuous blade, it promises a swift and merciless death to your enemies if you but listen to its murmurs. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 120% Str, 50% Mag, 31% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Moonlight Ray (10% chance level 5). When wielded/worn: Changes stats: +8 Mag / +4 Cun / +6 Con Changes damage: +10% cold / +10% darkness / +10% light Talent mastery: +0.20 Celestial / Wintertide Talents cooldown: Crescent Strike (-1 turn) Moonsilver Blade (-1 turn) This blade is as much sickle as it is sword, and glows with the light of the moon. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 19.0 - 30.4 Uses stats: 40% Wil, 120% Str, 50% Mag, 31% Con 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% On weapon hit: * 25% chance to afflict the target with Wasting, causing 268 Temporal damage over 5 turns. Damage (Melee): +12 physical / +12 temporal When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +2 Dex Changes resistances: +13% temporal Changes resistances penetration: +10% physical Changes damage: +7% temporal / +6% darkness / +3% physical Mindpower: +6 (+1 eff.) Combat speed: +10% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 17.5 - 28.0 Uses stats: 40% Wil, 120% Str, 50% Mag, 31% Con 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% On weapon hit: * Create an explosion dealing 129 acid damage (1/turn) When wielded/worn: Accuracy: +16 (+3 eff.) Changes stats: +5 Str Changes resistances penetration: +20% acid Changes damage: +10% acid / +13% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stats: 40% Wil, 100% Str, 50% Mag, 31% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Twist the Knife (12% chance level 1). Damage (Melee): +5 nature When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% temporal Changes resistances penetration: +10% temporal Disarm immunity: +25% Blunt and deadly. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stats: 40% Wil, 100% Str, 50% Mag, 31% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 129 fire damage (1/turn) * 25% chance to afflict the target with Frostburn, causing 268 Cold damage over 5 turns. When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 35 Changes resistances: +6% blight Changes resistances penetration: +14% fire Changes damage: +9% cold / +12% fire Critical mult.: +20.00% Mental save: +6 (+2 eff.) Life regen: +4.00 Mindpower: +5 (+1 eff.) Blunt and deadly. |
![]() Requires: - Cunning 35 3.00 Encumbrance. Type: weapon / rapier ; tier 4 Base power: 33.0 - 46.2 Uses stats: 50% Mag, 60% Cun, 40% Wil, 40% Dex, 31% Con Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +6 Crit. chance: +3.5% Attack speed: 100% This is a bardic weapon. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
![]() stralite rapier 'Quenchvagrant' (31-44 power, 6 apr) Requires: - Cunning 35 Infused by nature 3.00 Encumbrance. Type: weapon / rapier ; tier 4 Base power: 31.5 - 44.1 Uses stats: 50% Mag, 60% Cun, 40% Wil, 40% Dex, 31% Con Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +6 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 mind Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +28 cold This is a bardic weapon. When wielded/worn: Damage when hit (Melee): 14 mind Changes stats: +5 Wil Changes resistances penetration: +35% mind Changes damage: +12% darkness Maximum psi: +60.00 Mental crit. chance: +9% Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
![]() Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stats: 40% Wil, 100% Str, 50% Mag, 31% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 50% Mag, 45% Str, 40% Wil, 55% Dex, 31% Con Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% This is a bardic weapon. When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Mag, 50% Str, 40% Wil, 50% Dex, 31% Con Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire This is a bardic weapon. When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 40% Wil, 31% Con, 100% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal This is a bardic weapon. When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 100% Dex, 50% Mag, 31% Con Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. This is a bardic weapon. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 70% Mag, 35% Str, 40% Wil, 55% Dex, 31% Con Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target This is a bardic weapon. When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Cun, 40% Wil, 50% Dex, 31% Con Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. This is a bardic weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 50% Mag, 50% Str, 40% Wil, 50% Dex, 31% Con Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold This is a bardic weapon. When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Mag, 50% Str, 40% Wil, 50% Dex, 31% Con Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Strike your target with a blast of Arcane energy dealing 160 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. Damage Shield penetration (this weapon only): +30% Damage (Melee): +8 nature / +8 fire Damage (radius 1) on hit: +9 blight / +10 acid Damage (radius 2) on crit: +12 mind Damage against: +14% Horror / +20% Demon This is a bardic weapon. When wielded/worn: Armour penetration: +2 Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 35 Damage when hit (Melee): 6 mind Changes stats: +3 Dex Changes resistances penetration: +10% fire / +10% nature / +10% physical Critical mult.: +30.00% Sharp, short and deadly. |
Oathblade (20-28 power, 0 apr) Oathblade (20-28 power, 0 apr)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 20.0 - 28.0 Uses stats: 70% Mag, 70% Str, 40% Wil, 30% Dex, 31% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% Block value: +24 Damage conversion: 17% light When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +3% fire Changes damage: +12% physical Talents granted: +1 Lightbound Oath +1 Block Physical save: +9 (+1 eff.) Disease immunity: +20% Stamina when hit: +0.90 This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 44% chance to parry attacks, reducing damage taken by up to 25% and deal 258% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
Crystalline Rough leather whip (13-15 power, 0 apr) Crystalline Rough leather whip (13-15 power, 0 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 It is part of a set of items. Base power: 13.8 - 15.1 Uses stats: 40% Wil, 100% Dex, 50% Mag, 31% Con Damage type: Arcane Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 125% When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+2 eff.) It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Sharp, long and deadly. Transformed with the power of the Spellblaze. |
elemental rough leather whip (8-8 power, 2 apr) elemental rough leather whip (8-8 power, 2 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 100% Dex, 50% Mag, 31% Con Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 125% On weapon hit: * Create an explosion dealing 129 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +6% cold Changes damage: +7% cold Sharp, long and deadly. |
Belyna the Obsidianraze (14-15 power, 1 apr) Belyna the Obsidianraze (14-15 power, 1 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 2 Base power: 14.0 - 15.4 Uses stats: 40% Wil, 100% Dex, 50% Mag, 31% Con Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 125% On weapon hit: * 25% chance to afflict the target with Bleed, causing 397 Physical damage over 5 turns. When wielded/worn: Physical power: +30 (+4 eff.) Changes resistances: +9% lightning Changes damage: +9% darkness / +9% physical Critical mult.: +20.00% Mental save: +18 (+6 eff.) Cut immunity: +20% Life regen: +4.00 Maximum stamina: +30.00 Mindpower: +7 (+2 eff.) Sharp, long and deadly. |
![]() Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / whip ; tier 2 Base power: 10.5 - 11.6 Uses stats: 40% Wil, 100% Dex, 50% Mag, 31% Con Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 125% On weapon hit: * 11% chance to reduce all saves and defense by 51 Damage (Melee): +7 mind / +7 cold Damage (radius 1) on hit: +8 fire When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +2 Wil Changes resistances: +6% cold Changes resistances penetration: +15% cold Changes damage: +3% cold Sharp, long and deadly. |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 2 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 100% Dex, 50% Mag, 31% Con Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +10.5% Attack speed: 125% On weapon hit: * Create an explosion dealing 129 cold damage (1/turn) On weapon crit: * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%%. Damage is based on Cunning. When wielded/worn: Changes resistances penetration: +7% cold Changes damage: +5% cold Sharp, long and deadly. |
Gutta the braided leather whip (16-18 power, 2 apr) Gutta the braided leather whip (16-18 power, 2 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 3 Base power: 16.5 - 18.2 Uses stats: 40% Wil, 100% Dex, 50% Mag, 31% Con Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +7.0% Attack speed: 125% On weapon crit: * Wound the target dealing 445 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Changes stats: +4 Cun Changes damage: +6% mind Critical mult.: +20.00% Equilibrium when hit: +0.08 Maximum hate: +4.00 Mental crit. chance: +8% Sharp, long and deadly. |
![]() Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / whip ; tier 3 Base power: 20.0 - 22.0 Uses stats: 40% Wil, 100% Dex, 50% Mag, 31% Con Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.5% Attack speed: 125% On weapon hit: * 25% chance to afflict the target with Haywire, causing 257 Lightning damage over 5 turns and giving them a 37% chance to fail using talents. When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +5 Physical power: +20 (+3 eff.) Changes stats: +7 Cun Changes resistances: +21% light Changes resistances penetration: +29% physical Changes damage: +14% lightning Stamina each turn: +3.59 Spellpower: +10 (+2 eff.) Sharp, long and deadly. |
Tidesmasher the braided leather whip (20-22 power, 2 apr) Tidesmasher the braided leather whip (20-22 power, 2 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / whip ; tier 3 Base power: 20.5 - 22.6 Uses stats: 40% Wil, 100% Dex, 50% Mag, 31% Con Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +7.0% Attack speed: 125% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 129 damage When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 51 Changes stats: +6 Mag / +4 Wil Changes resistances: +3% cold Changes resistances penetration: +20% cold Changes damage: +3% mind / +6% cold Spellpower: +10 (+2 eff.) Sharp, long and deadly. |
braided leather whip 'Ulfegrim' (21-23 power, 7 apr) braided leather whip 'Ulfegrim' (21-23 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / whip ; tier 3 Base power: 21.0 - 23.1 Uses stats: 40% Wil, 100% Dex, 50% Mag, 31% Con Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +13.0% Attack speed: 125% On weapon crit: * Sunders the enemy's armor for 5 turns. * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%%. Damage is based on Cunning. Damage (Melee): +6 light Damage (radius 1) on hit: +6 darkness When wielded/worn: Changes resistances: +9% acid / +6% temporal Changes resistances penetration: +7% light Changes damage: +3% acid / +6% temporal Sharp, long and deadly. |
braided leather whip 'Xanariabeth' (19-21 power, 9 apr) braided leather whip 'Xanariabeth' (19-21 power, 9 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / whip ; tier 3 Base power: 19.5 - 21.5 Uses stats: 40% Wil, 100% Dex, 50% Mag, 31% Con Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 125% On weapon hit: * 25% chance to afflict the target with Frostburn, causing 268 Cold damage over 5 turns. On weapon crit: * The target is poisoned and sick, doing nature damage per turn. All damage it does is reduced by 20%%. Damage is based on Cunning. Damage (Melee): +6 sound When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +1 Mag Changes resistances: +7% sound / +9% darkness Changes damage: +8% cold Infravision radius: +2 Healing mod.: +10% Sharp, long and deadly. |
![]() Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 4 Base power: 29.5 - 32.5 Uses stats: 40% Wil, 100% Dex, 50% Mag, 31% Con Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +14.5% Attack speed: 125% On weapon crit: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20%% chance of failure. Damage is based on Cunning. Damage (radius 2) on crit: +28 acid / +20 nature When wielded/worn: Armour penetration: +11 Changes resistances penetration: +16% acid / +15% nature Sharp, long and deadly. |
![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 4 Base power: 28.5 - 31.4 Uses stats: 40% Wil, 100% Dex, 50% Mag, 31% Con Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +14 Crit. chance: +7.5% Attack speed: 125% On weapon hit: * Create an explosion dealing 129 acid damage (1/turn) On weapon crit: * Sunders the enemy's armor for 5 turns. When wielded/worn: Changes resistances penetration: +21% acid Changes damage: +18% acid Sharp, long and deadly. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag, 31% Con Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +24 temporal When wielded/worn: Physical power: +23 (+3 eff.) Damage when hit (Melee): 8 blight Changes stats: +31 Str / +11 Dex / +20 Mag / +20 Wil / +20 Cun / +20 Con Changes resistances: +5% arcane / +2% physical Cut immunity: +22% Maximum life: +40.00 Longbows are used to shoot arrows at your foes. |
![]() Nerynor Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag, 31% Con Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +28 temporal When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +6 Str / +8 Wil Changes resistances: +21% temporal Changes damage: +15% blight / +15% temporal Mental save: +18 (+6 eff.) Blindness immunity: +28% Maximum psi: +71.41 Mindpower: +20 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 50% Mag, 50% Str, 40% Wil, 70% Dex, 31% Con Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 360 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 318 physical damage Travel speed: +200% Damage (Ranged): +14 physical Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 40% Wil, 100% Str, 50% Mag, 31% Con Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 27 power out of 50/50) : Effective talent level: 2.5 Power cost: 27 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Fatigue: +8% Changes resistances: +15% acid / +15% nature / +24% darkness / +6% arcane Critical mult.: +20.00% Poison immunity: +27% Disarm immunity: +27% Knockback immunity: +27% Only die when reaching: -108.52 life Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +36 (+6 eff.) Fatigue: +8% Damage (Melee): 21 acid / 22 fire Damage when hit (Melee): 16 acid / 15 fire Changes stats: +3 Str / +17 Dex / +13 Mag / +4 Cun / +6 Con Changes resistances: +30% acid / +30% fire / +3% cold Reduces incoming crit damage: 10.00% Spell save: +24 (+6 eff.) Light radius: +4 Movement speed: +20% A suit of armour made of leather. |
![]() Requires: - Heavy armour training - Constitution 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +16% lightning A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Constitution 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +22 Armour Hardiness: +5% Defense: +2 (+0 eff.) Fatigue: +38% Damage when hit (Melee): 4 blight Changes stats: +4 Mag / +10 Con Changes resistances: +8% fire / -11% light / +5% darkness Physical save: +6 (+1 eff.) Spell save: +18 (+4 eff.) Mental save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +10 A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Constitution 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +3 Wil / +5 Con Changes resistances: +12% blight / +7% physical / +17% darkness / +9% nature Changes damage: +12% nature Physical save: +34 (+6 eff.) Mental save: +6 (+2 eff.) Maximum hate: +10.00 Mental crit. chance: +2% Light radius: +2 A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Dexterity 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Damage (Melee): 18 arcane / 20 physical Damage when hit (Melee): 11 arcane / 13 physical Changes stats: +9 Str / +2 Cun / +5 Con Changes resistances: +22% cold / +15% arcane / +21% physical Physical save: +17 (+3 eff.) Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +5.00 Mental crit. chance: +2% A suit of armour made of mail. |
Slippery Belt Slippery BeltInfused by nature Powered by unknown forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +8 Cun / +8 Wil Changes resistances: +20% nature Changes damage: +10% nature Equilibrium each turn: -0.50 Talent on hit(mindpower): Slime Spit (15% chance level 1). It took quite a bit more effort to lash the tentacles into a belt than expected. It pulses with horrific energy. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Critical mult.: +7.00% A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +12% acid / +11% light / +9% blight / +15% mind / +7% darkness Changes resistances penetration: +25% darkness / +20% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Con / +3 Wil Changes resistances: +3% darkness / +6% cold Changes resistances penetration: +15% lightning Talent granted: +2 Glorious Presence Reduces incoming crit damage: 24.00% Mental save: +18 (+6 eff.) Teleport immunity: +20% Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 25.0% chance for an additional save against it and 72.3 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Con / +2 Wil Talent granted: +2 Glorious Presence Reduces incoming crit damage: 11.00% Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 25.0% chance for an additional save against it and 72.3 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Con / +3 Wil Talent granted: +1 Glorious Presence Reduces incoming crit damage: 10.00% Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 20.0% chance for an additional save against it and 72.3 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage (Melee): 5 manaburn arcane / 7 fire burn Damage (Ranged): 6 manaburn arcane / 6 fire burn Changes stats: +3 Con / +2 Wil Changes damage: +6% fire burn / +7% manaburn arcane Talent granted: +2 Glorious Presence Reduces incoming crit damage: 13.00% Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 25.0% chance for an additional save against it and 72.3 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +12 Defense: +2 (+0 eff.) Changes stats: +3 Dex / +3 Wil / +4 Cun Changes resistances: +3% darkness Changes damage: +6% physical Poison immunity: +20% Stun/Freeze immunity: +20% Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes damage: +3% arcane Reduces incoming crit damage: 5.00% Stamina each turn: +0.40 Vim when firing critical spell: +2.00 Maximum stamina: +14.00 Spell crit. chance: +2% Light radius: +2 Infravision radius: +1 A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Stamina each turn: +2.00 Spellpower: +4 (+0 eff.) Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 2.5 Power cost: 32 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 215 stamina. The stamina recovery improves with your Strength and Willpower. A pair of boots made of leather. |
Ravenscale Boots (5 def, 3 armour) Ravenscale Boots (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +5 Cun Changes resistances: +6% sound Changes resistances penetration: +6% nature / +6% darkness Physical save: +5 (+1 eff.) Mental save: +5 (+2 eff.) Infravision radius: +2 It can be used to activate talent Sudden Assault (costing 11 power out of 25/25) : Effective talent level: 2.5 Power cost: 11 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Lunge toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can knock the target off-guard for 4 turns if it hits, increasing their ability to be critically hit. One of several pairs, worn by a group of mercenary scoundrels infamous for their sudden and savage assaults. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 11 power out of 20/20) : Effective talent level: 6.3 Power cost: 11 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +3 Fatigue: +2% Physical save: +6 (+1 eff.) Life regen: +2.00 Healing mod.: +11% It can be used to activate talent Knockback Kick, placing all other charms into a 16 cooldown : Effective talent level: 2.5 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 3 tiles, and stunning it for 2 turns, as well as knocking aside all foes in its path. 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 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -7% Changes resistances: +12% lightning / +9% temporal Changes resistances penetration: +15% lightning Changes damage: +24% lightning / +6% acid Maximum encumbrance: +42 Physical save: +8 (+1 eff.) Stamina each turn: +2.00 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 4.5 Power cost: 32 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 290 stamina. The stamina recovery improves with your Strength and Willpower. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 cold Changes resistances: +6% mind Changes resistances penetration: +10% lightning / +15% mind Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +11.00 When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex, 31% Con Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 8 cold Changes stats: +1 Wil Changes resistances penetration: +10% mind / +20% nature Changes damage: +6% nature Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +13.00 Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex, 31% Con Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Changes stats: +3 Dex When used to modify unarmed attacks: Base power: 7.5 - 8.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Dex, 40% Cun, 31% Con Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex, 31% Con Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 13 power out of 24/24) : Effective talent level: 3.5 Power cost: 13 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 505.12 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Dex, 40% Cun, 31% Con Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 3.5 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 327.43 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() Requires: - 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): 4 arcane Changes stats: +5 Mag / +3 Wil Changes resistances: +4% arcane Changes damage: +6% arcane Life regen: +4.00 Stamina each turn: +1.00 Maximum stamina: +18.00 Spellpower: +9 (+1 eff.) When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Dex, 40% Cun, 31% Con Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +4 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex, 31% Con Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 9 power out of 24/24) : Effective talent level: 7.7 Power cost: 9 out of 24/24. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 7 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 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 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Dex, 40% Cun, 31% Con Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+1 eff.) Defense: +2 (+0 eff.) Changes resistances: +9% acid / +15% fire / +9% lightning Changes damage: +9% physical Talent granted: +1 Bastion Bastion: Passive - Increases Physical, Mind, and Spell Saves by 15.06 per each enemy you can see in a radius of 2. The increase is based on the average of your Dexterity, Magic, and Willpower stats. A pointy cloth hat, very wizardly... |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 81% Changes resistances: +25% lightning / +19% fire / +5% arcane / +12% acid Changes damage: +13% lightning / +13% fire Melody each turn: +0.19 Maximum melody: +10.00 A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +2 Defense: +3 (+1 eff.) Damage when hit (Melee): 6 physical Changes stats: +5 Wil Changes resistances: +22% nature / +22% cold Changes damage: +15% nature / +15% cold Physical save: +5 (+1 eff.) Maximum stamina: +20.00 A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 fire Changes stats: +1 Str Changes resistances: +11% blight Changes damage: +11% blight / +6% fire / +3% lightning Light radius: +2 A pointy cloth hat, very wizardly... |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% mind Changes damage: +6% light / +21% temporal Mental save: +12 (+4 eff.) Confusion immunity: +23% Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex Changes resistances: +13% darkness Changes damage: +6% blight Talents granted: +1 Ravager +1 Slayer Critical mult.: +10.00% Maximum vim: +20.00 Infravision radius: +4 Damage Shield penetration: +30% Slayer: Passive - Increase Physcrit by 2% per each enemy you can see in a radius of 2. A cap made of leather. |
![]() 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.) Damage when hit (Melee): 4 blight Changes resistances: +20% mind / +30% sound Changes resistances penetration: +10% cold Changes damage: +20% sound / +15% temporal / +15% light / +15% physical / +15% blight / +12% cold / +20% mind / +15% darkness Critical mult.: +10.00% Physical save: +15 (+3 eff.) Mental save: +20 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum psi: +40.00 Maximum vim: +10.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 81% Changes resistances: +12% mind / +3% nature Changes resistances penetration: +10% light Changes damage: +3% light Talent granted: +1 Citadel Light radius: +3 Citadel: Passive - Increases Resistance to all damage by 27.88% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +11 Str / +3 Wil Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Mental save: +8 (+3 eff.) Light radius: +2 Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 6.8 Power cost: 11 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 993.3 Physical damage. If the attack hits, the target is confused (43% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+1 eff.) Fatigue: +4% Changes stats: +3 Str Changes resistances: +4% all Critical mult.: +15.00% Physical save: +8 (+1 eff.) Mindpower: +15 (+3 eff.) Infravision radius: +3 See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 21 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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 / 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. |
![]() 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. |
![]() 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 16 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. |
![]() 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 45% Changes stats: +4 Dex Changes damage: +9% acid Damage affinity(heal): +4% acid / +4% physical Reduces incoming crit damage: 5.00% Pinning immunity: +20% Stun/Freeze immunity: +20% Light radius: +3 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. |
![]() 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.(135 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances penetration: +20% cold Damage affinity(heal): +3% blight / +4% cold Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +1% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str Damage affinity(heal): +4% blight / +3% cold Maximum life: +41.00 Light radius: +3 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. |
Brand of the Pyrophage Brand of the PyrophagePowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage when hit (Melee): 6 lightning / 9 fire burn Changes stats: +1 Con Changes resistances: +6% fire burn / +6% fire Changes resistances penetration: +7% fire Changes damage: +9% blight Talent granted: +1 Combust Light radius: +3 Combust: When hitting a foe under the influence of a fire-based efect (such as burning), you have a 33% chance to cause it to erupt, inflicting 39 Fire damage in a radius of 1, and giving you a stack of Burning Consumption. This increases your Max Mana by 39.5% and life regen by 11.85 for 5 turns. The life regen effect has a maximum value of 50. These effects scale off of the Magic stat. An ash caked iron brand, it burns with a vicious, hungry, red glow. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +3 Mag / +2 Wil / +3 Cun Changes resistances: +7% mind Changes resistances penetration: +20% cold Light radius: +7 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
Bloodriver Pickaxe (dig speed 18 turns) Bloodriver Pickaxe (dig speed 18 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Cut immunity: +20% Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Talent on hit(spell): Mudslide (10% chance level 1). It can be used to activate talent Instant Dig (costing 7 power out of 12/12) : Effective talent level: 4.5 Power cost: 7 out of 12/12. Range: melee/personal Travel Speed: instantaneous Description: Instantly dig an adjacent terrain. A pickaxe accidentally enchanted over being swallowed by a golem. Can dig real fast. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Physical power: +15 (+2 eff.) Changes stats: +9 Str Blindness immunity: +20% Confusion immunity: +10% Stamina each turn: +3.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 14 cooldown : Effective talent level: 5.2 Power cost: 14 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 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 11 power out of 25/25) : Effective talent level: 5.0 Power cost: 11 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 30 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 unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
![]() 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 106 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +30 (+5 eff.) Changes stats: +1 Dex Changes resistances: +6% blight / +6% mind Changes resistances penetration: +10% physical Pinning immunity: +20% It can be used to blast the opponent's mind dealing 143 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane / 8 light Changes resistances: +6% cold Changes damage: +3% arcane / +6% cold Light radius: +2 It can be used to harden the skin for 7 turns increasing armour by 86 and armour hardiness by 70% Activation puts all charms on cooldown for 11 turns. When used: * Reduce 2 talent cooldowns by 2. * Gain a 34% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 204 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 19 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Lore the Nalore Marauder level 35
22nd Regrowth 123rd year of Ascendancy at 05:05 see stats
By Lore the Nalore Marauder level 1
1st Summertide 122nd year of Ascendancy at 04:46 see stats
By Lore the Nalore Marauder level 22
26th Haze 122nd year of Ascendancy at 08:52 see stats
By Lore the Nalore Marauder level 36
26th Regrowth 123rd year of Ascendancy at 09:44 see stats
By Lore the Nalore Marauder level 27
42nd Haze 122nd year of Ascendancy at 19:55 see stats
By Lore the Nalore Marauder level 10
19th Dusk 122nd year of Ascendancy at 19:28 see stats
By Lore the Nalore Marauder level 20
21st Haze 122nd year of Ascendancy at 13:47 see stats
By Lore the Nalore Marauder level 30
77th Haze 122nd year of Ascendancy at 00:56 see stats
By Lore the Nalore Marauder level 40
31st Regrowth 123rd year of Ascendancy at 05:33 see stats
By Lore the Nalore Marauder level 13
63rd Dusk 122nd year of Ascendancy at 20:39 see stats
By Lore the Nalore Marauder level 31
19th Regrowth 123rd year of Ascendancy at 21:09 see stats
By Lore the Nalore Marauder level 24
31st Haze 122nd year of Ascendancy at 03:13 see stats
By Lore the Nalore Marauder level 25
41st Haze 122nd year of Ascendancy at 07:33 see stats
By Lore the Nalore Marauder level 20
21st Haze 122nd year of Ascendancy at 19:49 see stats
By Lore the Nalore Marauder level 7
12nd Dusk 122nd year of Ascendancy at 04:24 see stats
By Lore the Nalore Marauder level 29
77th Haze 122nd year of Ascendancy at 00:48 see stats
By Lore the Nalore Marauder level 7
14th Dusk 122nd year of Ascendancy at 23:05 see stats
By Lore the Nalore Marauder level 1
1st Summertide 122nd year of Ascendancy at 04:46 see stats
By Lore the Nalore Marauder level 1
1st Summertide 122nd year of Ascendancy at 04:46 see stats
By Lore the Nalore Marauder level 34
21st Regrowth 123rd year of Ascendancy at 19:54 see stats
Log
You are sent back to the material plane!
Saving done.
Lore rushes out!
You are too close to build up momentum!
Kelak the dolleg fumbles and fails to use Red Tsunami, injuring himself!
Lore revels in the pain.
Lore is recovering from the damage!
Fumble from Lore hits Kelak the dolleg for 1120 physical damage.
Mirror Sheen hits Lore for 620 fire damage.
Lore uses Blinding Speed.
Lore speeds up.
Lore uses Quick as Thought.
Lore speeds up.
Lore uses Infusion: Healing.
Lore receives 1345 healing from Infusion: Healing.
Lore uses Infusion: Wild Growth.
Kelak the dolleg is pinned to the ground.
Lore's skin looks a bit thorny.
Lore hits Kelak the dolleg for 301 physical, 486 nature (788 total damage).
Mirror Sheen hits Lore for 382 fire, 618 fire (1001 total damage).
Lore uses Whitewater.
Lore uses Infusion: Wild.
Lore lessens the pain.
Lore uses Heartseeker.
Kelak the dolleg's Slime Spit is disrupted by his wounds!
Kelak the dolleg's is vulnerable to attacks and effects!
Kelak the dolleg resists the terror!
Poison bursts out of Kelak the dolleg's corpse!
You collect a new ingredient: vial of greater demon bile (1).