











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.7.4Donators/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:
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 | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Arcane Blade |
Level / Exp | 39 / 51% |
Size | medium |
Lifes / Deaths | Killed by Xeritira the patchwork troll at level 39 on the 1st Wintertide 123rd year of Ascendancy at 09:51 / 2Killed by Layaseda the orc warrior at level 39 on the 1st Wintertide 123rd year of Ascendancy at 10:09 |
Primary Stats
Strength | 42 (base 14) |
Dexterity | 80 (base 60) |
Constitution | 23 (base 15) |
Magic | 77 (base 30) |
Willpower | 20 (base 10) |
Cunning | 112 (base 60) |
Resources
Life | -166/920 |
Mana | 257/378 |
Stamina | 219/239 |
Vim | 226/252 |
Healing Factor | 1.1099022211821 |
Regeneration | 9.1566933247523 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.0206059048178E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 8 |
See Stealth | 50.315991727685 |
See Invisible | 53.315991727685 |
Offense: Mainhand
Damage | 63 |
Accuracy | 61 |
Crit Chance | 45% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 79 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Blight | +3% |
Physical | +16% |
Cold | +53% |
All | 0% |
Darkness | +6% |
Light | +3% |
Lightning | +97% |
Mind | +38% |
Nature | +8% |
Offense: Damage Penetration
Acid | +10% |
Light | +10% |
Darkness | +35% |
Lightning | +25% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 18 (35.65183292883%) |
Defense | 67 |
Ranged Defense | 67 |
Fatigue | 4 |
Physical Save | 32 |
Spell Save | 31 |
Mental Save | 43 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 56%( 70%) |
All | + 23%( 70%) |
Lightning | + 69%( 70%) |
Light | + 28%( 70%) |
Temporal | + 37%( 70%) |
Mind | + 41%( 70%) |
Darkness | + 37%( 70%) |
Fire | + 35%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and magical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 138 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 269 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 797% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 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 288 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Spell / Enhancement | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Vile life | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
Escort the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | active |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 764. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of luminous horror dust. | 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | 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 | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 29 power out of 6/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 23 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 arcane Changes stats: +4 Dex / +3 Mag / +2 Wil Changes resistances penetration: +15% cold Spellpower: +30 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str 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. |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +2 Str Changes resistances: +12% nature / +6% temporal Changes resistances penetration: +15% lightning Changes damage: +18% lightning / +6% cold / +8% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% darkness Changes resistances penetration: +25% darkness / +10% lightning Changes damage: +24% lightning / +6% darkness Mental save: +8 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% * 20% chance to reduce all saves and defense by 26 Changes resistances: +18% acid / +32% cold / +12% nature / +9% lightning Changes damage: +9% mind / +16% cold Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +15 Changes stats: +8 Con Changes resistances: +6% light Changes damage: +3% light Critical mult.: +12.00% Physical save: +22 (+10 eff.) Life regen: +8.00 Maximum life: +83.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to reduce all saves and defense by 26 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +17 mind When wielded/worn: Changes stats: +4 Str / +5 Mag / +14 Wil / +5 Cun Changes damage: +9% cold Spellpower: +15 (+3 eff.) Infravision radius: +1 See invisible: +3 Sharp, long, and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Damage when hit (Melee): 4 blight Changes resistances penetration: +10% darkness / +10% light Stealth bonus: +11 Mana when firing critical spell: +1.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +3% Light radius: +3 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. |
In off hand | ![]() Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 168% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +144 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 34 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 blight Damage (radius 2) on crit: +8 blight When wielded/worn: Physical crit. chance: +9.0% Physical power: +12 (+4 eff.) Armour: +8 Fatigue: +8% Changes resistances: +3% blight / +16% fire / +12% temporal Changes damage: +3% blight Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar 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 (324) is absorbed, or the time runs out (7 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). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 12 power out of 20/20) : Effective talent level: 2.4 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Str / +7 Mag / -10 Wil / +17 Cun Changes resistances: +36% lightning / +12% darkness / +5% arcane / +11% cold / +23% mind / +15% all Changes damage: +40% lightning / +16% physical / +29% mind / +22% cold Spell save: +9 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. 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 ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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 ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic 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 unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 304 strength, based on Magic) for 5 turns Activation costs 14 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +4 Str / +2 Wil Changes resistances penetration: +10% nature Changes damage: +6% physical Maximum stamina: +20.00 Maximum psi: +30.00 Combat speed: +10% Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 21 power out of 36/36) : Effective talent level: 4.0 Power cost: 21 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (179). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +3 Str Changes resistances penetration: +25% cold Changes damage: +12% fire / +15% cold Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 29 power out of 50/50) : Effective talent level: 2.0 Power cost: 29 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Defense: +20 (+5 eff.) Changes resistances: +26% light / +9% cold Changes resistances penetration: +15% light Changes damage: +13% light Cut immunity: +20% Only die when reaching: -80.00 life Maximum life: +80.00 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+3 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." |
![]() Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 114% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +12 nature When wielded/worn: Changes stats: +5 Str / +1 Con Changes resistances penetration: +15% mind Sharp, short and deadly. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 125 damage * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +7 Changes resistances: +6% nature Changes resistances penetration: +7% all Maximum hate: +4.00 Maximum psi: +20.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +3% Sharp, long, and deadly. |
![]() Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 126% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +8 Con / +7 Wil Changes resistances penetration: +6% physical Disarm immunity: +15% Maximum life: +25.00 Sharp, long, and deadly. |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str 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 wielded/worn: Accuracy: +7 (+2 eff.) Defense: +22 (+5 eff.) Changes stats: +2 Str / +6 Dex Changes resistances: +5% arcane Changes resistances penetration: +15% lightning Disarm immunity: +22% Stamina each turn: +2.00 Blunt and deadly. |
![]() Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +14 Defense: +20 (+5 eff.) Damage when hit (Melee): 4 cold Changes resistances: +12% lightning / +2% physical / +6% mind Changes damage: +20% lightning Talent granted: +1 Command Staff Blindness immunity: +20% Maximum life: +40.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+3 eff.) Defense: +30 (+7 eff.) Changes resistances: +6% acid / +6% fire / +15% lightning / +6% cold Changes resistances penetration: +15% mind Stamina each turn: +3.00 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Damage when hit (Melee): 8 darkness Changes stats: +6 Str / +5 Dex / +4 Cun Changes resistances: +12% darkness Changes resistances penetration: +15% darkness Reduces incoming crit damage: 10.00% Mental crit. chance: +9% A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +7% blight Damage against: +20% Summoned Reduced damage from: +19% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +12 Mag / +12 Wil Changes resistances: +6% blight Changes damage: +6% blight Critical mult.: +5.00% Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Spell crit. chance: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +1 (+0 eff.) Changes resistances: +3% blight / +3% temporal Critical mult.: +15.00% Stamina each turn: +3.00 Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +14 Changes stats: +3 Str / +1 Dex Changes resistances: +27% lightning / +16% physical / +11% all Changes resistances penetration: +13% mind Changes damage: +18% lightning / +16% physical / +10% mind Psi each turn: +0.58 Maximum psi: +24.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +16 Mag / +12 Wil Changes resistances: +17% blight / +13% all Changes resistances penetration: +15% lightning Changes damage: +6% mind Mental save: +9 (+3 eff.) Life regen: +3.90 Mana each turn: +0.35 Psi each turn: +0.60 Maximum life: +69.00 Maximum psi: +40.00 Mental crit. chance: +2% Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 34 Damage when hit (Melee): 2 mind Changes stats: +3 Str / +3 Mag / +3 Wil / +3 Cun / +3 Con Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) See invisible: +3 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 6 lightning Changes stats: +9 Str / +6 Dex / +11 Lck Changes resistances: +5% arcane Changes resistances penetration: +25% darkness / +25% arcane Changes damage: +6% arcane Stealth bonus: +11 A pair of boots made of leather. |
![]() 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: +13 Defense: +15 (+4 eff.) Fatigue: -5% Changes stats: +4 Cun / +2 Con Changes resistances: +10% lightning / +10% temporal Maximum encumbrance: +41 Physical save: +42 (+16 eff.) Mental save: +17 (+5 eff.) Stamina each turn: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +11 Changes resistances penetration: +15% lightning Changes damage: +12% lightning Critical mult.: +20.00% Maximum stamina: +30.00 Spellpower: +8 (+1 eff.) A pair of boots made of leather. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +11 (+3 eff.) Armour: +2 Defense: +30 (+7 eff.) Changes stats: +8 Str / +4 Con Changes resistances: +9% light Stamina each turn: +2.00 When used to modify unarmed attacks: Power: 125% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +12.0% Armour: +3 Damage (Melee): 14 cold Effects when hit in melee: * 32% chance to reduce strength, dexterity, and constitution by 34 * 27% chance to reduce damage dealt by 22% Changes resistances: +10% cold / +9% mind / +3% temporal Changes damage: +12% mind / +7% cold Critical mult.: +6.00% Cut immunity: +20% Pinning immunity: +10% Mana each turn: +0.27 Spellpower: +11 (+2 eff.) Spell crit. chance: +15% Mental crit. chance: +13% When used to modify unarmed attacks: Power: 139% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +12 arcane Damage (radius 2) on crit: +10 ice 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 2 When wielded/worn: Accuracy: +27 (+7 eff.) Physical power: +20 (+6 eff.) Armour: +2 Damage when hit (Melee): 10 arcane Changes stats: +2 Str Changes resistances penetration: +10% light Changes damage: +6% arcane / +9% physical Physical save: +8 (+4 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +35% Stamina each turn: +3.00 When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +5 Mag / +7 Con Changes resistances: +6% lightning / +9% temporal / +3% light / +3% acid Physical save: +7 (+3 eff.) Mental save: +8 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +2 Mag / +4 Wil / +8 Con Changes resistances: +19% fire Changes damage: +3% nature / +13% fire A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Defense: +5 (+1 eff.) Fatigue: +1% Changes stats: +3 Cun / +3 Dex Changes resistances: +9% temporal Changes damage: +6% acid Life regen: +4.00 Only die when reaching: -60.00 life Maximum psi: +40.00 Mental crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +11 Str / +8 Dex / +5 Wil Changes resistances: +6% physical Physical save: +8 (+4 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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 153.8 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Armour: +10 Defense: +45 (+11 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +3 Cun Changes resistances: +15% lightning / +9% nature Changes resistances penetration: +10% physical Mental save: +14 (+4 eff.) Healing mod.: +20% A suit of armour made of leather. |
![]() Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +14 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +5 Str Changes resistances penetration: +20% light Life regen: +3.80 Stamina each turn: +4.30 Light radius: +2 A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +5 Str / +7 Wil Changes resistances: +5% arcane Confusion immunity: +20% Life regen: +4.00 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 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +4 Str / +1 Dex Changes resistances: +12% lightning Changes resistances penetration: +5% nature Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +10 (+3 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 34 Changes stats: +1 Str / +5 Con Changes resistances: +11% nature Changes damage: +6% nature Physical save: +3 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +20% light / +5% nature Changes damage: +3% nature / +3% light Maximum life: +45.00 Light radius: +6 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 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 454.00 fire damage (based on Magic) Activation costs 29 power out of 25/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 17 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 115 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical power: +20 (+6 eff.) Defense: +20 (+5 eff.) Critical mult.: +15.00% Mental save: +6 (+2 eff.) Stamina each turn: +2.00 Psi when hit: +0.12 Mindpower: +5 (+2 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 9 turns. When used: * Heal for 36. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Defense: +15 (+4 eff.) Changes stats: +6 Str / +8 Mag Spellpower: +15 (+3 eff.) It can be used to create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Gain a 21% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Qlda the Cornac Arcane Blade level 38
7th Decay 122nd year of Ascendancy at 08:58 see stats
By Qlda the Cornac Arcane Blade level 38
5th Decay 122nd year of Ascendancy at 11:05 see stats
By Qlda the Cornac Arcane Blade level 34
76th Haze 122nd year of Ascendancy at 01:08 see stats
By Qlda the Cornac Arcane Blade level 24
69th Dusk 122nd year of Ascendancy at 22:17 see stats
By Qlda the Cornac Arcane Blade level 31
48th Haze 122nd year of Ascendancy at 18:21 see stats
By Qlda the Cornac Arcane Blade level 30
47th Haze 122nd year of Ascendancy at 07:44 see stats
By Qlda the Cornac Arcane Blade level 28
29th Haze 122nd year of Ascendancy at 21:12 see stats
By Qlda the Cornac Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 04:33 see stats
By Qlda the Cornac Arcane Blade level 20
14th Dusk 122nd year of Ascendancy at 22:32 see stats
By Qlda the Cornac Arcane Blade level 30
38th Haze 122nd year of Ascendancy at 01:48 see stats
By Qlda the Cornac Arcane Blade level 23
34th Dusk 122nd year of Ascendancy at 21:50 see stats
By Qlda the Cornac Arcane Blade level 34
74th Haze 122nd year of Ascendancy at 09:56 see stats
By Qlda the Cornac Arcane Blade level 17
3rd Dusk 122nd year of Ascendancy at 11:10 see stats
By Qlda the Cornac Arcane Blade level 7
78th Pyre 122nd year of Ascendancy at 22:56 see stats
By Qlda the Cornac Arcane Blade level 10
7th Mirth 122nd year of Ascendancy at 00:22 see stats
By Qlda the Cornac Arcane Blade level 29
35th Haze 122nd year of Ascendancy at 15:31 see stats
By Qlda the Cornac Arcane Blade level 23
36th Dusk 122nd year of Ascendancy at 07:14 see stats
By Qlda the Cornac Arcane Blade level 23
24th Dusk 122nd year of Ascendancy at 17:35 see stats
By Qlda the Cornac Arcane Blade level 16
4th Flare 122nd year of Ascendancy at 10:43 see stats
By Qlda the Cornac Arcane Blade level 39
1st Wintertide 123rd year of Ascendancy at 09:51 see stats
By Qlda the Cornac Arcane Blade level 37
4th Decay 122nd year of Ascendancy at 12:54 see stats
Log
Your time shield crumbles under the damage!
The fabric of time around Qlda stabilizes to normal.
The powerful time-altering energies generate a restoration field on Qlda.
Something hits Qlda for (81 to time), (102 absorbed), 0 fire (0 total damage).
Something hits Qlda for (291 absorbed), 0 fire (0 total damage).
Qlda receives 36 healing from Temporal Restoration Field.
Your shield crumbles under the damage!
The shield around Qlda crumbles.
Something hits Qlda for (20 absorbed), 199 fire (199 total damage).
Qlda is on fire!
Something hits Qlda for 213 fire damage.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
LIFE LOST WARNING!
Something hits Qlda for 200 physical, 11 temporal, 109 physical, 11 nature (331 total damage).
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
Qlda receives 36 healing from Temporal Restoration Field.
Burning from Lisavea the orc pyromancer hits Qlda for 80 fire damage.
Qlda is seared.
Something hits Qlda for 120 lightning damage.
Something misses Qlda.
Qlda receives 36 healing from Temporal Restoration Field.
Burning from Lisavea the orc pyromancer hits Qlda for 95 fire damage.
Qlda is disarmed!
Something hits Qlda for 110 physical damage.
Qlda the level 39 cornac arcane blade was dissected to death by Layaseda the orc warrior on level 2 of Lost Dwarven Kingdom of Reknor.