Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Cornac |
Class | Deathknight |
Level / Exp | 200 / 17545% |
Size | gargantuan |
Lifes / Deaths | Killed by ultimate gwelgoroth at level 15 on the 79th Pyre 122nd year of Ascendancy at 08:11 / 25Killed by CornacDeathKina at level 17 on the 9th Mirth 122nd year of Ascendancy at 21:52 Killed by Bareri the human at level 18 on the 9th Mirth 122nd year of Ascendancy at 23:56 Killed by CornacDeathKina at level 52 on the 10th Flare 122nd year of Ascendancy at 01:44 Killed by CornacDeathKina at level 74 on the 7th Dusk 122nd year of Ascendancy at 08:57 Killed by CornacDeathKina at level 74 on the 7th Dusk 122nd year of Ascendancy at 11:41 Killed by armoured skeleton warrior at level 74 on the 7th Dusk 122nd year of Ascendancy at 14:00 Killed by Deoran the thalore at level 75 on the 7th Dusk 122nd year of Ascendancy at 16:39 Killed by Lisunor the treant at level 78 on the 19th Dusk 122nd year of Ascendancy at 07:34 Killed by Ivuthra the poison ooze at level 86 on the 50th Dusk 122nd year of Ascendancy at 05:56 Killed by CornacDeathKina at level 91 on the 50th Dusk 122nd year of Ascendancy at 21:51 Killed by Belilranor the slimy ooze at level 93 on the 51st Dusk 122nd year of Ascendancy at 11:32 Killed by Silumina the animated mummy wrappings at level 98 on the 65th Dusk 122nd year of Ascendancy at 13:13 Killed by CornacDeathKina at level 111 on the 68th Dusk 122nd year of Ascendancy at 18:22 Killed by Eilinatta the rotting mummy at level 123 on the 71st Dusk 122nd year of Ascendancy at 21:38 Killed by CornacDeathKina at level 128 on the 5th Haze 122nd year of Ascendancy at 17:32 Killed by Mayessra the master vampire at level 129 on the 6th Haze 122nd year of Ascendancy at 14:04 Killed by Vorossra the ghoul at level 130 on the 6th Haze 122nd year of Ascendancy at 16:03 Killed by Yvuth the crimson ooze at level 142 on the 22nd Haze 122nd year of Ascendancy at 07:11 Killed by temporal hound at level 143 on the 22nd Haze 122nd year of Ascendancy at 20:50 Killed by Velyda the worm that walks at level 200 on the 1st Regrowth 123rd year of Ascendancy at 08:01 Killed by Adann the orc soldier at level 200 on the 3rd Regrowth 123rd year of Ascendancy at 05:49 Killed by Velida the large white snake at level 200 on the 6th Regrowth 123rd year of Ascendancy at 02:34 Killed by overpowered greater multi-hued wyrm at level 200 on the 69th Pyre 123rd year of Ascendancy at 07:06 Killed by Mayoba the orc archer at level 200 on the 2nd Summertide 123rd year of Ascendancy at 07:30 |
Primary Stats
Strength | 397 (base 100) |
Dexterity | 285 (base 10) |
Constitution | 294 (base 72) |
Magic | 252 (base 100) |
Willpower | 343 (base 96) |
Cunning | 306 (base 10) |
Resources
Life | 13333/13333 |
Mana | 3404/3404 |
Soul | 10/10 |
Healing Factor | 2.3881034482759 |
Regeneration | 101.85261206897 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +87% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 35 |
Infravision | 26 |
See Stealth | 84.751391382654 |
See Invisible | 81.751391382658 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 1688 |
Accuracy | 156 |
Crit Chance | 372% |
APR | 211 |
Speed | 0.80 |
Offense: Spell
Spellpower | 151 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 176 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +62% |
Blight | +40% |
Arcane | +56% |
Cold | +47% |
All | +32% |
Mind | +66% |
Lightning | +96% |
Light | +61% |
Temporal | +41% |
Physical | +65% |
Darkness | +142% |
Fire | +111% |
Nature | +53% |
Offense: Damage Penetration
Acid | +64% |
Arcane | +73% |
Mind | +43% |
All | +23% |
Lightning | +79% |
Light | +63% |
Temporal | +49% |
Darkness | +156% |
Physical | +82% |
Nature | +38% |
Defense: Base
Armour (hardiness) | 258.96311189542 (94.285714285714%) |
Defense | 102 |
Ranged Defense | 103 |
Fatigue | 0 |
Physical Save | 171 |
Spell Save | 118 |
Mental Save | 167 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 61%( 70%) |
Cold | + 70%( 70%) |
All | + 51%( 70%) |
Mind | + 70%( 70%) |
Lightning | + 70%( 70%) |
Light | + 61%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 100% |
Teleport Resistance | 40% |
Silence Resistance | 74% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 93% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 1360 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1514 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1416% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Spell / Frost | 1.56 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dread | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Spell / Desecration | 1.30 |
| 6/5 |
| 1/5 |
| 12/5 |
| 3/5 |
Spell / Necrotic might | 1.50 |
| 5/5 |
| 6/5 |
| 5/5 |
| 6/5 |
Spell / Soul | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dusk | 1.30 |
| 20/5 |
| 13/5 |
| 10/5 |
| 10/5 |
Spell / Squire | 1.50 |
| 20/5 |
| 3/5 |
| 12/5 |
| 1/5 |
Spell / Undeath | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Reaping | 1.30 |
| 15/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Soulforge | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 20/5 |
| 6/5 |
| 0/5 |
| 1/5 |
| 13/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Soul Link |
talent | Shadow of Death |
talent | Necrotic Aura |
talent | Telepathic Focus |
talent | Spirit Feed |
talent | Enshroud |
talent | Squire: Melee |
beneficial effect | Prevents the target from dying until they fall below -811 life. Soul Fragment |
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
detrimental effect | The target has been revealed, reducing its stealth power by 31. Luminescence |
beneficial effect | The target's spellpower has been increased by 68. Spellsurge |
beneficial effect | The target is surrounded by a magical shield, absorbing 685/730 damage before it crumbles. Damage Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by CornacDeathKina. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | 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 gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 96% of the way to your next Rank. You have killed: 152 Uniques 48 Bosses 66 Elite Bosses 59 Veterans 63 Heroics 64 Legends 41 Destroyers 80 Epics 19 Elders 49 Ancients 5 Immortals 12 Demigods | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed pouch of faeros ash. * You've found the needed vial of greater demon bile. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed ice wyrm tooth. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' 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 honey tree root. * You've found the needed vial of elder vampire blood. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of wight ectoplasm. * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Bethalrayaba' (26 def, 29 armour) pair of hardened leather boots 'Bethalrayaba' (26 def, 29 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +29 Defense: +26 (+5 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: -5% Changes stats: +19 Str / +12 Dex / +16 Mag / +7 Wil / +4 Cun / +24 Con / +20 Lck Changes resistances: +11% acid / +28% temporal / +22% darkness / +11% fire / +11% lightning / +11% cold Changes resistances penetration: +20% acid / +16% temporal / +16% darkness Changes damage: +8% acid / +8% physical / +8% blight Stealth bonus: +21 Maximum encumbrance: +38 Physical save: +26 (+3 eff.) Mental save: +59 (+6 eff.) Disease immunity: +37% Silence immunity: +74% Disarm immunity: +10% Confusion immunity: +75% Stun/Freeze immunity: +90% Teleport immunity: +20% Mana each turn: +0.40 Only die when reaching: -80.00 life Maximum mana: +32.00 Spellpower: +23 (+3 eff.) Spell crit. chance: +4% Defense after a teleport: +22 Resist all after a teleport: +16% New effects duration reduction after a teleport: +17% Size category: +1 It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
Quiver | Scorchseam (117/117, 165.5-231.7 power, 99 apr) Scorchseam (117/117, 165.5-231.7 power, 99 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 165.5 - 231.7 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +99 Crit. chance: +85.5% Capacity: 117 Turns elapse between self-loadings: -6 On weapon hit: * 20% chance to curse the target * 10% chance to knock the target back * 20% chance to torment the target * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 53 bleeding, 102% reduced healing * wounds the target for 7 turns: 53 bleeding, 102% reduced healing * cripple the target Travel speed: +1100% Damage (Ranged): +46 bleed / +91 physical / +105 darkness / +52 mind / +26 blight / +33 fire / +26 nature / +52 temporal Burst (radius 1) on hit: +16 lightning / +29 fire Burst (radius 2) on crit: +32 fire Damage against: +20% Living When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
Light source | alchemist's lamp 'Sparkquell' alchemist's lamp 'Sparkquell'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +44 Defense: +10 (+2 eff.) Damage when hit (Melee): 12 lightning / 21 fire Changes stats: +4 Dex / +12 Mag / +7 Cun Changes resistances: +8% cold / +8% temporal / +11% darkness / +8% fire Changes resistances penetration: +25% physical / +10% mind / +43% all Changes damage: +6% acid / +6% physical / +11% light Damage affinity(heal): +5% light Grants telepathy: Humanoid/Orc Physical save: +35 (+4 eff.) Spell save: +13 (+2 eff.) Mental save: +27 (+3 eff.) Life regen: +0.60 Maximum life: +69.00 Maximum psi: +50.00 Spellpower: +26 (+3 eff.) Mental crit. chance: +5% Light radius: +20 Infravision radius: +7 See stealth: +17 See invisible: +14 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +22% It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 183.63 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Thundermarrow the drakeskin leather cap (20 def, 13 armour) Thundermarrow the drakeskin leather cap (20 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +16 Physical crit. chance: +5.0% Physical power: +18 (+1 eff.) Armour: +13 Defense: +20 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 lightning / 10 physical / 8 mind Changes stats: +73 Str / +55 Dex / +17 Wil / +19 Cun / +35 Con / +17 Lck Changes resistances: +15% blight / +15% physical / +7% all Changes damage: +9% darkness / +15% lightning Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Physical save: +82 (+9 eff.) Mental save: +80 (+9 eff.) Stamina when hit: +3.00 Equilibrium when hit: +2.80 Maximum hate: +10.00 Spell crit. chance: +8% Mental crit. chance: +15% It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 18619.0 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Tool | Ragomadil the iron pickaxe (dig speed 2 turns) Ragomadil the iron pickaxe (dig speed 2 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +10 Physical crit. chance: +4.0% Physical power: +17 (+1 eff.) Armour: +8 Fatigue: -5% Changes stats: +11 Str / +2 Dex / +2 Mag / +4 Con Changes resistances: +11% nature / +6% cold Changes resistances penetration: +15% arcane / +13% physical Changes damage: +6% nature Critical mult.: +24.00% Reduces incoming crit damage: 21.00% Pinning immunity: +10% Teleport immunity: +5% Maximum life: +24.00 Maximum mana: +28.00 Maximum stamina: +18.00 Spell crit. chance: +6% Lowers spell cool-downs by: 20% Light radius: +2 Infravision radius: +6 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Gleamtouch GleamtouchPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +52 (+5 eff.) Physical power: +55 (+4 eff.) Defense: +11 (+2 eff.) Fatigue: -14% Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 17 bleed Damage when hit (Melee): 8 light Changes stats: +27 Str / +20 Dex / +16 Mag / +47 Wil / +66 Cun / +25 Con Changes resistances: +15% temporal / +6% light / +13% blight / +36% fire / +13% nature Changes resistances penetration: +10% light / +10% arcane Changes damage: +6% lightning / +18% fire / +6% light / +8% all Maximum encumbrance: +68 Poison immunity: +26% Disease immunity: +23% Stun/Freeze immunity: +44% Life regen: +6.90 Spellpower on spell critical (stacks up to 3 times): +18 Hate when firing a critical mind attack: +3.00 Maximum life: +165.00 Maximum mana: +120.00 Maximum hate: +13.00 Spellpower: +43 (+5 eff.) Mindpower: +65 (+7 eff.) Light radius: +5 Movement speed: +22% Healing mod.: +47% Damage Shield penetration: +30% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
On fingers | voratun ring 'Haledrachak' voratun ring 'Haledrachak'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +58 (+6 eff.) Physical power: +102 (+8 eff.) Defense: +30 (+5 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +30 Str / +29 Dex / +8 Mag / +20 Wil / +52 Cun / +31 Con Changes resistances: +43% blight / +40% fire / +43% nature / +34% mind Changes resistances penetration: +10% mind Changes damage: +20% fire / +22% mind / +24% all Mental save: +14 (+1 eff.) Poison immunity: +86% Disease immunity: +88% Confusion immunity: +35% Stun/Freeze immunity: +50% Life regen: +4.30 Spellpower on spell critical (stacks up to 3 times): +10 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Maximum vim: +10.00 Spellpower: +68 (+8 eff.) Spell crit. chance: +2% Mindpower: +72 (+8 eff.) Light radius: +4 Movement speed: +25% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
Around waist | drakeskin leather belt 'Sparkmight' drakeskin leather belt 'Sparkmight'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +33.0% Physical power: +66 (+5 eff.) Armour: +41 Defense: +57 (+10 eff.) Damage when hit (Melee): 4 lightning / 8 fire / 12 nature / 16 mind Changes stats: +19 Str / +18 Dex / +6 Mag / +7 Wil / +18 Cun / +23 Con / +10 Lck Changes resistances: +9% acid / +25% cold / +21% fire / +15% nature / +30% lightning Changes damage: +12% lightning / +15% fire / +12% mind Reduced damage from: +41% Summoned Critical mult.: +45.00% Trap disarming bonus: +30 Stealth bonus: +28 Physical save: +144 (+15 eff.) Spell save: +50 (+7 eff.) Mental save: +50 (+5 eff.) Mana each turn: +0.60 Maximum mana: +60.00 Mindpower: +42 (+5 eff.) Mental crit. chance: +12% Infravision radius: +6 Size category: +4 A belt that goes around your waist. |
In main hand | voratun battleaxe 'Crackleward' (132-198 power, 18 apr) voratun battleaxe 'Crackleward' (132-198 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 132.0 - 198.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +8.0% Attack speed: 125% On weapon hit: * 75% chance to gain 10% of a turn (3/turn limit) * 54% chance to inflict 15% damage reduction * 42% chance to corrode armour by 30% * 49% chance to daze at end of turn * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 10 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 55 bleeding, 103% reduced healing * wounds the target for 7 turns: 55 bleeding, 103% reduced healing * wounds the target for 7 turns: 55 bleeding, 103% reduced healing * cripple the target Damage Shield penetration (this weapon only): +134% Damage (Melee): +8 lightning Burst (radius 1) on hit: +8 lightning When wielded/worn: Accuracy: +104 (+11 eff.) Armour penetration: +21 Physical crit. chance: +117.0% Physical power: +61 (+5 eff.) Defense: +20 (+4 eff.) Effects on melee hit: * 56% chance to daze at end of turn Changes stats: +16 Str / +21 Dex / +9 Mag / +8 Wil / +5 Cun / +6 Con Changes resistances: +6% light Changes resistances penetration: +21% acid / +21% physical / +5% light / +21% lightning Changes damage: +9% temporal / +9% arcane / +19% physical Spell save: +6 (+1 eff.) Disarm immunity: +70% Life regen: +4.00 Stamina when hit: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Massive two-handed battleaxes. |
On hands | Corruptionrace the voratun gauntlets (0 def, 9 armour) Corruptionrace the voratun gauntlets (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +120 (+12 eff.) Armour penetration: +44 Physical power: +20 (+2 eff.) Armour: +9 Damage (Melee): 31 arcane / 15 fire Changes stats: +36 Str / +58 Dex / +23 Mag / +35 Wil / +56 Cun / +8 Con Changes resistances: +10% fire / +20% arcane / +30% darkness Changes damage: +6% nature / +11% fire Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-4 turns) Physical save: +73 (+8 eff.) Mental save: +35 (+4 eff.) Disarm immunity: +148% Life regen: +10.70 Stamina each turn: +2.20 Psi each turn: +0.65 Equilibrium when hit: +0.08 Psi when hit: +0.08 Maximum life: +76.00 Mindpower: +4 (+0 eff.) Infravision radius: +7 It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Brenadunasus the Unlightbreeze (9 def, 131 armour) Brenadunasus the Unlightbreeze (9 def, 131 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +48 (+4 eff.) Armour: +131 Defense: +9 (+2 eff.) Fatigue: -1% Damage (Melee): 46 acid / 40 fire Damage when hit (Melee): 32 acid / 32 fire / 12 darkness Changes stats: +33 Str / +20 Mag / +45 Wil / +26 Cun / +14 Con Changes resistances: +107% lightning / +56% temporal / +26% physical / +85% fire / +65% cold / +6% nature / +79% acid Physical save: +43 (+5 eff.) Mental save: +124 (+14 eff.) Stun/Freeze immunity: +20% Teleport immunity: +15% Mana when firing critical spell: +3.00 Only die when reaching: -60.00 life Maximum life: +200.00 Spellpower: +46 (+6 eff.) Spell crit. chance: +22% Mindpower: +50 (+5 eff.) Mental crit. chance: +18% A suit of armour made of metal plates. |
Cloak | Gilogund the Blazevile (18 def, 10 armour) Gilogund the Blazevile (18 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +29 (+3 eff.) Armour penetration: +30 Armour: +10 Defense: +18 (+3 eff.) Effects on melee hit: * 30% chance to blind * 45% chance to daze at end of turn Damage when hit (Melee): 8 darkness / 16 arcane Changes stats: +11 Str / +4 Dex / +10 Mag / +26 Wil / +16 Cun / +12 Con Changes resistances: +26% temporal / +50% darkness / +9% light Changes resistances penetration: +25% arcane / +17% darkness / +25% light Changes damage: +9% lightning / +15% arcane / +25% darkness / +12% light Critical mult.: +90.00% Stealth bonus: +52 Physical save: +38 (+4 eff.) Spell save: +33 (+5 eff.) Mental save: +55 (+6 eff.) Only die when reaching: -50.00 life Maximum mana: +166.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +16% Light radius: +3 Defense after a teleport: +16 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Arcwrack ArcwrackPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +19 Fatigue: -38% Effects on melee hit: * Slows global speed by 53% * 45% chance to daze at end of turn Changes stats: +20 Str / +50 Dex / +20 Mag / +35 Wil / +27 Cun / +40 Con Changes resistances: +73% lightning / +66% temporal / +28% mind Changes resistances penetration: +35% lightning / +10% temporal / +15% nature Changes damage: +16% acid / +22% lightning / +15% cold / +9% nature / +15% fire Talent mastery: +0.26 Spell / Frost Critical mult.: +18.00% Physical save: +62 (+7 eff.) Spell save: +24 (+4 eff.) Mental save: +39 (+4 eff.) Confusion immunity: +75% Pinning immunity: +97% Stun/Freeze immunity: +97% Knockback immunity: +93% Life regen: +13.90 Stamina each turn: +4.20 Maximum life: +160.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +11% Mindpower: +15 (+2 eff.) Movement speed: +30% Amulets can have magical properties. |
Inventory
regeneration infusion of the sneak (heal 1554 over 5 turns) regeneration infusion of the sneak (heal 1554 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1554 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+48 for 13 turns, die at -1692) heroism infusion of the duelist (+48 for 13 turns, die at -1692)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 48 for 13 turns. While Heroism is active, you will only die when reaching -1692 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 266 for 8 turns)shielding rune (absorb 266 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 266 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 287 for 6 turns)shielding rune (absorb 287 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 287 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff 'Gunodrarek' (42-50.4 power, 6 apr, acid element)dragonbone vilestaff 'Gunodrarek' (42-50.4 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 42.0 - 50.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +3.8% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 physical Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +30 (+3 eff.) Armour penetration: +3 Physical crit. chance: +61.0% Physical power: +30 (+2 eff.) Armour: +24 Defense: +57 (+10 eff.) Ranged Defense: +9 (+2 eff.) Damage (Melee): 10 % chance of confusion / 45 arcane / 70 fire Changes stats: +2 Str / +3 Dex / +32 Mag / +11 Wil / +20 Cun / +20 Con Changes resistances: +21% acid Maximum wards: +6 acid Changes resistances penetration: +21% acid Changes damage: +42% acid Talents granted: +10 Ward +1 Command Staff Critical mult.: +200.00% Mana each turn: +0.34 Vim when firing critical spell: +16.00 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +430.00 Maximum vim: +98.00 Maximum neg.energy: +100.00 Spellpower: +115 (+14 eff.) Spell crit. chance: +23% Mindpower: +6 (+1 eff.) Mental crit. chance: +2% See invisible: +36 Damage Shield penetration: +49% It can be used to unleash an elemental blastwave, dealing 534.56 to 641.47 acid damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater dragonbone vilestaff of might (30-36 power, 6 apr, blight element)greater dragonbone vilestaff of might (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% blight / +30% fire / +30% darkness / +30% acid Talent granted: +1 Command Staff Spellpower: +22 (+3 eff.) Spell crit. chance: +19% Staves designed for wielders of magic, by the greats of the art. |
Urysavon the stralite greatmaul (130.5-195.75 power, 3 apr) Urysavon the stralite greatmaul (130.5-195.75 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 130.5 - 195.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target * wounds the target for 7 turns: 55 bleeding, 103% reduced healing * wounds the target for 7 turns: 55 bleeding, 103% reduced healing Damage (Melee): +24 cold When wielded/worn: Accuracy: +57 (+6 eff.) Armour penetration: +127 Physical crit. chance: +93.0% Physical power: +36 (+3 eff.) Defense: +38 (+7 eff.) Damage when hit (Melee): 20 mind Changes stats: +1 Cun / +4 Dex Changes resistances penetration: +92% physical / +19% darkness / +20% blight / +15% arcane / +29% mind Changes damage: +76% physical Critical mult.: +40.00% Disarm immunity: +112% Maximum hate: +4.00 Mindpower: +2 (+0 eff.) Infravision radius: +2 See invisible: +6 Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +24% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun longsword of massacre (58-81.2 power, 6 apr)blazebringer's voratun longsword of massacre (58-81.2 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 58.0 - 81.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +6% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Singepunish (19-26.6 power, 4 apr)Singepunish (19-26.6 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 125% On weapon hit: * 23% chance to daze at end of turn * 43% chance to corrode armour by 30% * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 55 bleeding, 103% reduced healing * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +40 insidious poison / +14 temporal / +14 nature Burst (radius 2) on crit: +39 ice / +22 fire When wielded/worn: Accuracy: +64 (+7 eff.) Armour penetration: +33 Physical crit. chance: +43.0% Physical power: +22 (+2 eff.) Armour: +21 Defense: +11 (+2 eff.) Changes stats: +13 Str / +13 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +6% acid Changes resistances penetration: +11% acid / +22% physical / +11% darkness / +11% lightning / +10% fire / +11% mind / +22% cold Changes damage: +9% blight / +33% physical / +3% arcane Critical mult.: +21.00% Disarm immunity: +38% Life regen: +1.70 Stamina when hit: +3.40 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +40.00 Spell crit. chance: +6% Global speed: +4% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar of frost (13.5-14.85 power, 32 apr, nature damage)pulsing mindstar of frost (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 13.5 - 14.9 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Damage when hit (Melee): 17 ice Changes resistances: +17% cold Changes resistances penetration: +17% cold Changes damage: +13% cold Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. rough leather sling 'Chargeking'rough leather sling 'Chargeking' Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 167% Firing range: +10 On weapon hit: * 16% chance to corrode armour by 30% Travel speed: +400% Damage (Ranged): +11 fire / +8 cold Burst (radius 1) on hit: +6 temporal When wielded/worn: Accuracy: +28 (+3 eff.) Physical crit. chance: +24.0% Armour: +7 Changes stats: +6 Dex / +2 Mag / +1 Wil / +4 Cun Changes resistances penetration: +14% acid / +62% physical / +7% fire / +15% nature / +7% cold Changes damage: +15% blight / +12% temporal / +6% lightning / +71% physical Talents cooldown: Fragmentation Shot (-8 turns) Pin Down (-4 turns) Spell save: +9 (+1 eff.) Life regen: +1.80 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +4% Global speed: +2% Damage Shield penetration: +37% Resist all after a teleport: +6% Slings are used to hurl stones or metal shots at your foes. |
Naturewedge (119/119, 119-166.6 power, 74 apr) Naturewedge (119/119, 119-166.6 power, 74 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 119.0 - 166.6 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Nature Accuracy bonus: +0.2% crit / acc Armour Penetration: +74 Crit. chance: +41.5% Capacity: 119 Turns elapse between self-loadings: 0 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 26% chance to disease * Slows global speed by 40% * 10% chance to knock the target back * 20% chance to torment the target * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 53 bleeding, 102% reduced healing Travel speed: +600% Damage (Ranged): +26 lightning / +48 temporal / +202 darkness / +30 nature / +4 acid / +8 arcane / +26 bleed / +114 blight / +26 cold / +70 mind / +65 physical Burst (radius 1) on hit: +16 acid / +4 temporal Burst (radius 2) on crit: +8 temporal Damage against: +26% Living When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
Prismsaw (21/21, 97.5-136.5 power, 53 apr) Prismsaw (21/21, 97.5-136.5 power, 53 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 97.5 - 136.5 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +53 Crit. chance: +64.5% Capacity: 21 On weapon hit: * 40% chance to inflict 15% damage reduction * 40% chance to blind On weapon crit: * cripple the target Travel speed: +600% Damage (Ranged): +36 lightning / +8 darkness / +42 fire / +12 light Burst (radius 1) on hit: +8 light / +4 mind Burst (radius 2) on crit: +20 lightning / +17 fire / +4 darkness / +8 light Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. sentry's quiver of elven-wood arrows of warping (43/43, 59-82.6 power, 29 apr)sentry's quiver of elven-wood arrows of warping (43/43, 59-82.6 power, 29 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 59.0 - 82.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Crit. chance: +2.5% Capacity: 43 Turns elapse between self-loadings: 0 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +26 temporal / +26 physical Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. Scumspar (19/48, 214-299.6 power, 154 apr)Scumspar (19/48, 214-299.6 power, 154 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 214.0 - 299.6 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +154 Crit. chance: +189.0% Capacity: 48 Turns elapse between self-loadings: 1 On weapon hit: * 71% chance to gain 10% of a turn (3/turn limit) * 20% chance to corrode armour by 30% * 10% chance to knock the target back * 25% chance to put talents on cooldown * 10% chance to create an air burst * 10% chance to stun, blind, pin, or confuse the target * 10% chance to crush the target On weapon crit: * wounds the target for 7 turns: 53 bleeding, 102% reduced healing * cripple the target Travel speed: +1600% Damage (Ranged): +24 acid / +209 physical / +75 temporal / +27 gravity / +30 bleed Burst (radius 1) on hit: +8 acid / +4 temporal / +4 nature Burst (radius 2) on crit: +4 nature Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. corrosive dwarven-steel shield of patience (8 def, 2 armour, 25.5-30.6 power, 85 block)corrosive dwarven-steel shield of patience (8 def, 2 armour, 25.5-30.6 power, 85 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 25.5 - 30.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +85 Damage (Melee): +16 acid / +16 temporal When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 16% chance to corrode armour by 30% Damage when hit (Melee): 16 temporal Changes stats: +4 Con Changes resistances: +16% acid / +16% temporal Talent granted: +3 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (665) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Fogsmash the voratun shield (12 def, 45 armour, 78-93.6 power, 670.5 block) Fogsmash the voratun shield (12 def, 45 armour, 78-93.6 power, 670.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 78.0 - 93.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +670 On weapon hit: * 20% chance to cause random gloom * 60% chance to inflict 15% damage reduction * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +20 darkness / +38 nature / +20 cold / +12 mind Burst (radius 1) on hit: +16 blight / +8 darkness / +4 mind Burst (radius 2) on crit: +4 darkness When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Armour: +45 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to disease Damage (Melee): 10 cold Damage when hit (Melee): 39 nature / 17 ice Changes stats: +27 Con Changes resistances: +24% acid / +104% cold / +40% blight / +50% fire / +38% nature / +54% lightning Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes resistances penetration: +10% darkness Changes damage: +21% blight / +9% mind Talents granted: +1 Ward +5 Block Physical save: +59 (+6 eff.) Maximum life: +177.00 Handheld deflection devices. |
Skywalker (12 def, 17 armour, 106-127.2 power, 199.5 block) Skywalker (12 def, 17 armour, 106-127.2 power, 199.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 106.0 - 127.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +200 On weapon hit: * 60% chance to corrode armour by 30% * reduce the cooldown of your ward talent by 1 * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them Damage Shield penetration (this weapon only): +40% Damage (Melee): +20 acid / +37 fire / +79 light Damage against: +20% Demon / +5% Insect / +25% Vermin When wielded/worn: Physical crit. chance: +24.0% Physical power: +40 (+3 eff.) Armour: +17 Armour Hardiness: +10% Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to corrode armour by 30% * 151% chance to blind Damage when hit (Melee): 8 acid / 80 fire / 8 lightning Changes stats: +12 Str / +2 Dex / +20 Mag / +3 Wil / +32 Con Changes resistances: +39% acid / +38% physical / +74% light / +164% fire / +22% lightning / +40% cold Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +4 cold Changes resistances penetration: +10% blight Talents granted: +1 Ward +5 Block Maximum mana: +40.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. focusing cashmere robe of blight (+16%) (2 def, 0 armour)focusing cashmere robe of blight (+16%) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +7 Wil Changes resistances: +16% blight Changes damage: +16% blight Mana each turn: +0.28 Psi each turn: +0.27 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stormwoven silk robe of life (3 def, 0 armour)stormwoven silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +13% lightning / +13% cold / +13% blight Changes damage: +17% lightning / +13% physical / +17% cold Life regen: +4.40 Maximum life: +84.00 Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Toyasin the elven-silk robe (26 def, 14 armour) Toyasin the elven-silk robe (26 def, 14 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +14 Defense: +26 (+5 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +22 Str / +31 Mag / +32 Wil / +22 Cun / +31 Con Changes resistances: +40% lightning / +73% cold / +3% physical / +19% blight Changes resistances penetration: +15% blight / +19% physical / +18% darkness Changes damage: +57% lightning / +63% physical / +35% darkness / +71% cold / +55% nature / +20% light Critical mult.: +40.00% Physical save: +87 (+9 eff.) Spell save: +80 (+12 eff.) Poison immunity: +145% Disease immunity: +147% Life regen: +5.50 Mana each turn: +0.40 Psi each turn: +0.39 Hate when firing a critical mind attack: +10.00 Psi when firing a critical mind attack: +10.00 Only die when reaching: -60.00 life Maximum life: +87.00 Maximum mana: +40.00 Maximum hate: +15.00 Maximum vim: +30.00 Spellpower: +16 (+2 eff.) Spell crit. chance: +15% Mindpower: +9 (+1 eff.) Mental crit. chance: +5% Healing mod.: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. fortifying voratun mail armour (5 def, 10 armour)fortifying voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +7 Con Maximum life: +79.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Fogstreaker (4 def, 19 armour)Fogstreaker (4 def, 19 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour penetration: +6 Armour: +19 Defense: +4 (+1 eff.) Fatigue: +15% Damage (Melee): 14 acid / 14 fire Damage when hit (Melee): 12 acid / 13 physical / 16 light / 12 fire / 12 darkness Changes stats: +13 Str / +24 Wil / +16 Cun / +7 Con Changes resistances: +48% lightning / +20% temporal / +49% darkness / +27% fire / +55% acid / +17% physical / +36% blight / +39% cold / +7% arcane Changes resistances penetration: +20% physical Changes damage: +6% physical / +6% temporal Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Critical mult.: +9.00% Physical save: +70 (+8 eff.) Spell save: +16 (+2 eff.) Mental save: +46 (+5 eff.) Disarm immunity: +26% Stun/Freeze immunity: +28% Knockback immunity: +28% Life regen: +6.30 Maximum life: +277.00 Light radius: +6 Healing mod.: +51% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 60 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
voratun plate armour 'Urthathel' (54 def, 55 armour) voratun plate armour 'Urthathel' (54 def, 55 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +55 Defense: +54 (+9 eff.) Fatigue: +16% Damage when hit (Melee): 12 arcane Changes stats: +23 Str / +23 Wil / +42 Cun / +13 Con Changes resistances: +14% lightning / +30% temporal / +20% darkness / +74% fire / +80% acid / +29% physical / +15% cold / +16% mind / +8% arcane Changes resistances penetration: +25% blight / +25% acid Changes damage: +9% blight / +15% arcane / +6% mind Talent cooldown: Rush (-5 turns) Physical save: +15 (+1 eff.) Mental save: +171 (+18 eff.) Disarm immunity: +40% Stun/Freeze immunity: +34% Knockback immunity: +40% Maximum life: +100.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 60 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Durildil the Dawnmaster Durildil the DawnmasterPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +27.0% Physical power: +47 (+4 eff.) Armour: +12 Defense: +23 (+4 eff.) Fatigue: -10% Damage when hit (Melee): 8 temporal Changes stats: +18 Dex / +17 Mag / +16 Wil / +18 Cun / +6 Con / +20 Lck Changes damage: +9% temporal / +12% light / +15% mind Reduced damage from: +45% Summoned Critical mult.: +35.00% Trap disarming bonus: +51 Stealth bonus: +44 Maximum encumbrance: +60 Physical save: +15 (+1 eff.) Spell save: +40 (+6 eff.) Mental save: +20 (+2 eff.) Mana each turn: +0.60 Equilibrium when hit: +0.12 Maximum mana: +60.00 Maximum psi: +40.00 Spell crit. chance: +10% Mindpower: +22 (+2 eff.) Mental crit. chance: +15% Infravision radius: +12 Size category: +3 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
Earthwhisper the pair of drakeskin leather boots (0 def, 5 armour) Earthwhisper the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -13% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 nature Changes stats: +14 Str / +9 Mag / +10 Wil / +3 Cun / +20 Con Changes resistances: +15% lightning / +13% temporal Changes resistances penetration: +10% arcane Changes damage: +9% lightning / +12% temporal / +10% physical Maximum encumbrance: +100 Physical save: +50 (+5 eff.) Spell save: +8 (+1 eff.) Mental save: +25 (+3 eff.) Silence immunity: +86% Confusion immunity: +100% Stun/Freeze immunity: +100% Mana each turn: +0.69 Maximum mana: +60.00 Maximum vim: +10.00 Spell crit. chance: +5% Lowers spell cool-downs by: 10% Movement speed: +20% Size category: +1 It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Seartyphoon (0 def, 3 armour) Seartyphoon (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +68 (+7 eff.) Armour penetration: +15 Physical crit. chance: +20.0% Physical power: +20 (+2 eff.) Armour: +3 Effects on melee hit: * 46% chance to cause random gloom Damage (Melee): 20 lightning / 18 acid / 72 darkness / 19 fire / 15 blight / 18 cold / 79 mind / 14 light Damage when hit (Melee): 4 mind Changes stats: +15 Str / +30 Dex / +16 Mag / +10 Wil / +27 Cun / +6 Con Changes resistances: +10% blight / +22% light / +9% darkness Changes damage: +11% blight / +11% light / +15% mind Talent cooldown: Double Strike (-2 turns) Critical mult.: +35.00% Physical save: +68 (+7 eff.) Spell save: +9 (+1 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +99% Maximum hate: +8.00 Spell crit. chance: +19% Mindpower: +20 (+2 eff.) Mental crit. chance: +19% Infravision radius: +2 It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
aquamarine aquamarine0.00 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. |
4 onyx 4 onyx0.00 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. |
This item will automatically be transmogrified when you leave the level. rubyruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered 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, costing 27 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. |
This item will automatically be transmogrified when you leave the level. 46 alchemist agate46 alchemist agate 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. |
Nimbusquill NimbusquillPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 35 fire Changes stats: +5 Cun / +4 Mag Changes resistances: +21% lightning / +21% fire / +14% light / +6% mind Changes resistances penetration: +15% lightning / +15% mind / +7% all Changes damage: +3% lightning / +14% darkness / +12% mind Damage affinity(heal): +10% darkness Blindness immunity: +49% Confusion immunity: +28% Maximum life: +48.00 Spellpower: +8 (+1 eff.) Light radius: +7 Infravision radius: +11 See stealth: +18 See invisible: +16 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 917.34 damage. The damage dealt will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Maludranarihek the Duskjustice Maludranarihek the DuskjusticePowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +30 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Defense: +43 (+7 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 mind Changes stats: +22 Cun / +7 Wil Changes resistances: +13% temporal / +36% darkness / +10% cold Changes resistances penetration: +10% temporal / +26% all Changes damage: +30% light / +6% mind Damage affinity(heal): +10% light Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Critical mult.: +20.00% Physical save: +57 (+6 eff.) Spell save: +60 (+9 eff.) Mental save: +114 (+13 eff.) Maximum life: +67.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +27% Light radius: -2 Infravision radius: +18 See stealth: +25 See invisible: +22 Heals friendly targets nearby when you use a nature summon: +30 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 183.63 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (275 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
iron pickaxe of Reknor (dig speed 19 turns) iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1848.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By CornacDeathKina the Cornac Deathknight level 200
77th Haze 122nd year of Ascendancy at 20:20 see stats
By CornacDeathKina the Cornac Deathknight level 200
66th Pyre 123rd year of Ascendancy at 07:12 see stats
By CornacDeathKina the Cornac Deathknight level 200
72nd Haze 122nd year of Ascendancy at 15:10 see stats
By CornacDeathKina the Cornac Deathknight level 200
39th Pyre 123rd year of Ascendancy at 11:36 see stats
By CornacDeathKina the Cornac Deathknight level 200
69th Pyre 123rd year of Ascendancy at 03:19 see stats
By CornacDeathKina the Cornac Deathknight level 200
19th Regrowth 123rd year of Ascendancy at 11:39 see stats
By CornacDeathKina the Cornac Deathknight level 145
43rd Haze 122nd year of Ascendancy at 15:44 see stats
By CornacDeathKina the Cornac Deathknight level 200
14th Regrowth 123rd year of Ascendancy at 19:12 see stats
By CornacDeathKina the Cornac Deathknight level 128
6th Haze 122nd year of Ascendancy at 11:55 see stats
By CornacDeathKina the Cornac Deathknight level 83
50th Dusk 122nd year of Ascendancy at 02:07 see stats
By CornacDeathKina the Cornac Deathknight level 44
4th Flare 122nd year of Ascendancy at 00:10 see stats
By CornacDeathKina the Cornac Deathknight level 145
43rd Haze 122nd year of Ascendancy at 15:44 see stats
By CornacDeathKina the Cornac Deathknight level 93
51st Dusk 122nd year of Ascendancy at 07:51 see stats
By CornacDeathKina the Cornac Deathknight level 200
69th Pyre 123rd year of Ascendancy at 16:57 see stats
By CornacDeathKina the Cornac Deathknight level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By CornacDeathKina the Cornac Deathknight level 20
1st Summertide 122nd year of Ascendancy at 05:18 see stats
By CornacDeathKina the Cornac Deathknight level 30
2nd Summertide 122nd year of Ascendancy at 12:37 see stats
By CornacDeathKina the Cornac Deathknight level 40
3rd Flare 122nd year of Ascendancy at 17:30 see stats
By CornacDeathKina the Cornac Deathknight level 50
10th Flare 122nd year of Ascendancy at 00:56 see stats
By CornacDeathKina the Cornac Deathknight level 96
55th Dusk 122nd year of Ascendancy at 18:48 see stats
By CornacDeathKina the Cornac Deathknight level 144
23rd Haze 122nd year of Ascendancy at 07:39 see stats
By CornacDeathKina the Cornac Deathknight level 97
56th Dusk 122nd year of Ascendancy at 03:30 see stats
By CornacDeathKina the Cornac Deathknight level 74
4th Dusk 122nd year of Ascendancy at 00:54 see stats
By CornacDeathKina the Cornac Deathknight level 34
1st Flare 122nd year of Ascendancy at 09:53 see stats
By CornacDeathKina the Cornac Deathknight level 26
2nd Summertide 122nd year of Ascendancy at 00:31 see stats
By CornacDeathKina the Cornac Deathknight level 200
15th Regrowth 123rd year of Ascendancy at 07:11 see stats
By CornacDeathKina the Cornac Deathknight level 142
21st Haze 122nd year of Ascendancy at 06:53 see stats
By CornacDeathKina the Cornac Deathknight level 91
50th Dusk 122nd year of Ascendancy at 21:51 see stats
By CornacDeathKina the Cornac Deathknight level 75
13rd Dusk 122nd year of Ascendancy at 08:28 see stats
By CornacDeathKina the Cornac Deathknight level 75
15th Dusk 122nd year of Ascendancy at 17:52 see stats
By CornacDeathKina the Cornac Deathknight level 62
1st Dusk 122nd year of Ascendancy at 11:45 see stats
By CornacDeathKina the Cornac Deathknight level 34
2nd Flare 122nd year of Ascendancy at 17:29 see stats
By CornacDeathKina the Cornac Deathknight level 65
1st Dusk 122nd year of Ascendancy at 20:04 see stats
By CornacDeathKina the Cornac Deathknight level 33
1st Flare 122nd year of Ascendancy at 06:05 see stats
By CornacDeathKina the Cornac Deathknight level 199
71st Haze 122nd year of Ascendancy at 08:13 see stats
Log
Soul Link hits Undead squire for 30 healing, 300 healing (0 total damage) [330 healing].
Curse of Death from CornacDeathKina hits Gorbat, Supreme Wyrmic of the Pride for 61 darkness damage.
Undead squire casts Challenging Shout.
Undead squire provokes Gorbat, Supreme Wyrmic of the Pride to attack it.
A shield forms around undead squire.
CornacDeathKina performs a melee critical strike against Gorbat, Supreme Wyrmic of the Pride!
Quest 'The many Prides of the Orcs' status updated! (Press 'j' to see the quest log)
You collect a new ingredient: orc heart (1).
CornacDeathKina's spell attains critical power!
The shield around CornacDeathKina crumbles.
A shield forms around CornacDeathKina.
Gorbat, Supreme Wyrmic of the Pride hits CornacDeathKina for 3405 healing, (12 absorbed), 0 cold, (20 absorbed), 0 acid (0 total damage) [3405 healing].
CornacDeathKina hits Gorbat, Supreme Wyrmic of the Pride for (1222 mitigated), 12048 physical (12048 total damage).
CornacDeathKina receives 160 healing.
Undead squire receives 5981 healing from Soul Link.
CornacDeathKina killed Gorbat, Supreme Wyrmic of the Pride!
Cyrarin the cold drake hatchling's firestorm hits Undead squire for (19 absorbed), 0 fire (0 total damage).
Cyrarin the cold drake hatchling's firestorm hits CornacDeathKina for (12 absorbed), 0 fire (0 total damage).
CornacDeathKina deactivates Shadow of Death.
CornacDeathKina deactivates Enshroud.
CornacDeathKina deactivates Squire: Melee.
The shield around CornacDeathKina crumbles.
CornacDeathKina deactivates Soul Link.
CornacDeathKina deactivates Spirit Feed.
CornacDeathKina deactivates Necrotic Aura.
CornacDeathKina is no longer surging arcane power.
CornacDeathKina deactivates Telepathic Focus.
CornacDeathKina is no longer illuminated.