











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Possessor Bonus Class 1.7.0Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Mage Knight 1.7.0Adds 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. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Phoenix Knight |
Level / Exp | 40 / 16% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 11 on the 7th Mirth 122nd year of Ascendancy at 21:28 3 / 4Killed by Celia at level 30 on the 6th Decay 122nd year of Ascendancy at 03:02 Killed by Ce'Nivena the Fearsome at level 39 on the 25th Regrowth 123rd year of Ascendancy at 16:13 Killed by Elawyn the orc pyromancer at level 40 on the 58th Regrowth 123rd year of Ascendancy at 04:34 |
Primary Stats
Strength | 30 (base 14) |
Dexterity | 47 (base 29) |
Constitution | 67 (base 60) |
Magic | 89 (base 60) |
Willpower | 30 (base 16) |
Cunning | 34 (base 10) |
Resources
Life | 1154/1154 |
Essence | 100/100 |
Healing Factor | 1.7635014349578 |
Regeneration | 62.163425582262 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -55% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 4 |
Offense: Mainhand
Damage | 98 |
Accuracy | 64 |
Crit Chance | 38% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 63 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Blight | +12% |
Arcane | +32% |
Cold | +29% |
All | +4% |
Darkness | +10% |
Light | +14% |
Temporal | +19% |
Fire | +29% |
Lightning | +29% |
Offense: Damage Penetration
Acid | +13% |
Lightning | +50% |
Cold | +25% |
Arcane | +25% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 118 (100%) |
Defense | 52 |
Ranged Defense | 55 |
Fatigue | 15 |
Physical Save | 53 |
Spell Save | 47 |
Mental Save | 55 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 7%( 70%) |
Cold | -18%( 50%) |
All | + 2%( 70%) |
Darkness | + 40%( 70%) |
Light | + 88%(100%) |
Temporal | + 15%( 70%) |
Physical | + 18%( 70%) |
Fire | + 44%(100%) |
Mind | + 36%( 70%) |
Defense: Immunities
Bleed Resistance | 43% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 597 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 439 damage for 7 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Spell / Glory Rising | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phoenix Ascendance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phoenix Burn | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Flexible Combat Training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by armoured skeleton warrior. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by skeleton master archer. Escort: repented thief (level 6 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 |
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 |
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. | 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 |
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 AlchemistsAgrimley 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 giant spider spinneret. * You've found the needed ice ant stinger. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed bear paw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Changes stats: +4 Dex / +5 Lck / +4 Con Changes damage: +3% arcane Critical mult.: +15.00% Stealth bonus: +8 Stamina each turn: +0.40 Maximum life: +48.00 Spellpower: +5 (+1 eff.) Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +6 (+2 eff.) Fatigue: +5% Changes stats: +5 Dex Changes resistances: +2% all Physical save: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Damage (Melee): 15 blight / 15 temporal Damage (Ranged): 11 temporal Damage when hit (Melee): 4 lightning Changes resistances: +8% blight / +13% temporal Changes resistances penetration: +25% lightning Changes damage: +8% blight / +15% temporal Mental save: +9 (+3 eff.) Maximum life: +56.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 30.5 - 33.6 Uses stats: 0% Dex, 0% Cun, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Damage (radius 2) on crit: +11 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +3 Str / +3 Mag / +2 Cun Changes resistances: +9% darkness Changes damage: +6% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 362 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +7 Str Life regen: +15.00 Maximum life: +48.00 Healing mod.: +16% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 105 acid damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 105 damage Damage (radius 1) on hit: +20 arcane When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +13% acid Changes damage: +21% acid Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 One-handed war axes. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() Requires: - Shield usage training - Magic 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+5 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+4 eff.) Hate per kill: +5.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | ![]() Requires: - Massive armour training - Magic 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+5 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+4 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 6 Armour, 8 Defense and your attacks will gain 14% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 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 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 spell Description: Activate the rune to create a protective shield absorbing at most 231 damage for 3 turns. 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. |
![]() shielding rune of the titan (absorb 435; dur 4; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 435 damage for 4 turns. Its effects scale with your Constitution 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 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 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (163). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +23 (+8 eff.) Changes stats: +4 Cun Changes resistances: +3% darkness Mental save: +12 (+4 eff.) Knockback immunity: +10% Teleport immunity: +10% Light radius: +3 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Damage (Melee): 19 light Damage (Ranged): 16 light Changes stats: +3 Mag Changes damage: +14% light / +6% all Spellpower: +9 (+2 eff.) Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Life regen: +14.00 Maximum life: +83.00 Healing mod.: +17% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +5 Changes resistances: +17% acid / +26% lightning / +26% cold / +18% fire / +5% all Rings make your fingers look great! |
![]() treant's voratun ring of misery Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 32 Damage (Melee): 21 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 32 Damage (Ranged): 24 physical Changes stats: +4 Cun Changes resistances: +9% nature / +10% blight Poison immunity: +20% Disease immunity: +21% Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() Eksatin's Ultimatum (63-94 power, 25 apr) Requires: - Magic 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 130% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 105 lightning damage (1/turn) Damage (Melee): +13 light Damage (radius 1) on hit: +8 darkness Damage against: +13% Undead When wielded/worn: Armour: +2 Changes resistances: +9% lightning / +6% darkness / +2% all Changes resistances penetration: +13% lightning Changes damage: +15% lightning Massive two-handed battleaxes. |
![]() manaburning voratun battleaxe of crippling (54-81 power, 4 apr) Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.0 - 81.0 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 23 arcane resource burn On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% Massive two-handed battleaxes. |
![]() plaguebringer's stralite battleaxe of phasing (44-65 power, 33 apr) Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.2 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +33 Crit. chance: +7.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 29 Damage Shield penetration (this weapon only): +20% Damage (Melee): +14 blight When wielded/worn: Disease immunity: +29% Massive two-handed battleaxes. |
![]() thought-forged stralite battleaxe of crippling (45-68 power, 3 apr) Requires: - Magic 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 24% chance to reduce all saves and defense by 32 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +17 mind When wielded/worn: Physical crit. chance: +12.0% Changes stats: +6 Cun / +5 Wil Massive two-handed battleaxes. |
![]() Icy Kill (35-46 power, 10 apr) Requires: - Magic 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 0% Str, 90% Mag, 0% Dex Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() Tarrotir (46-60 power, 9 apr) Requires: - Magic 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 46.0 - 59.8 Uses stats: 0% Str, 100% Mag, 0% Dex Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 105 damage On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +26 cold When wielded/worn: Physical crit. chance: +14.0% Physical power: +15 (+5 eff.) Changes stats: +1 Mag Stamina each turn: +1.00 Spell crit. chance: +5% Sharp, short and deadly. |
![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 65.5 - 98.2 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 105 damage Massive two-handed mauls. |
![]() Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 105 cold damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +14.0% Changes resistances penetration: +10% cold Changes damage: +10% cold Massive two-handed mauls. |
![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +13 fire Massive two-handed mauls. |
![]() Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% mind / +5% arcane / +3% darkness Changes resistances penetration: +5% mind Massive two-handed mauls. |
![]() Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 130% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
![]() Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 fire Damage (radius 2) on crit: +8 fire When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+3 eff.) Changes stats: +2 Wil / +4 Con Infravision radius: +3 See invisible: +3 Massive two-handed swords. |
![]() Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +39 cold Damage (radius 1) on hit: +20 fire Damage (radius 2) on crit: +4 mind When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +20% arcane Maximum psi: +10.00 Mindpower: +15 (+5 eff.) Massive two-handed swords. |
![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 light Damage against: +7% Undead When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +12 Changes resistances penetration: +13% physical Massive two-handed swords. |
![]() Requires: - Magic 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 110% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 109 temporal damage and slows enemies in radius 6 of the target by 119% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 10 power out of 10/10) : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Grindstone (48-67 power, 6 apr) Grindstone (48-67 power, 6 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. With her weapon and shield, Aethe was said to be able to cast especially potent and long-lasting shield spells. Base power: 48.0 - 67.2 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Grinds the enemy down, inflicting a -20% penalty to Armor, Defense, Physical and Nature Resistance (though this can't reduce them below 0), healing factor, and shield factor, and if it begins its turn more than one tile away from you, it has an equal chance to be teleported through the earth back into your reach. Improves other effects that grind targets down by 10%%. When wielded/worn: Physical crit. chance: +5.0% Damage (Melee): 20 Earth Changes stats: +4 Mag / +4 Wil / +4 Con Changes resistances penetration: +10% nature / +10% physical Changes damage: +5% nature / +5% physical Critical mult.: +10.00% Spell crit. chance: +5% A mace made of some unnaturally heavy stone, this was the weapon of Aethe Eagleheart in the Age of Dusk. It was said to grind the defenses of Aethe's foes to dust. After Aethe passed away, the mace was wielded by other earth knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
![]() chilling voratun mace of daylight (46-65 power, 6 apr) Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 light / +19 cold Damage against: +22% Undead Blunt and deadly. |
![]() flaming stralite mace of amnesia (37-52 power, 5 apr) Requires: - Magic 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (radius 1) on hit: +12 fire Blunt and deadly. |
![]() Requires: - Magic 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 0% Wil, 80% Mag, 0% Cun Damage type: Nature Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 201.17 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() living mindstar (16-17 power, 40 apr, mind damage) Requires: - Magic 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 0% Wil, 80% Mag, 0% Cun Damage type: Mind Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() reinforced leather sling of recursion Requires: - Magic 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Slings are used to hurl stones or metal shots at your foes. |
![]() earthen elven-wood starstaff (25-30 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +9% Changes damage: +25% physical Talent granted: +1 Command Staff Physical save: +5 (+1 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal dragonbone magestaff of might (30-36 power, 6 apr, fire 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 stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +24 (+8 eff.) Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +23 (+6 eff.) Spell crit. chance: +13% Damage Shield penetration: +25% Damage Shield Power: +15% Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal elven-wood magestaff of breaching (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +12 (+4 eff.) Changes resistances penetration: +12% cold Changes damage: +25% cold Talent granted: +1 Command Staff Spellpower: +18 (+5 eff.) Spell crit. chance: +4% Damage Shield penetration: +23% Damage Shield Power: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() imbued elven-wood magestaff of wizardry (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes damage: +25% fire Talent granted: +1 Command Staff Maximum mana: +50.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +4% Talent on hit(spell): Ice Shards (10% chance level 4). Staves designed for wielders of magic, by the greats of the art. |
![]() Smearcrack (40-55 power, 6 apr) Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 174 damage over 5 turns and reducing armor and accuracy by 22 When wielded/worn: Changes stats: +3 Mag Changes damage: +6% nature / +15% arcane Critical mult.: +20.00% Mana when firing critical spell: +2.00 Maximum vim: +40.00 Spell crit. chance: +3% Damage Shield penetration: +20% One-handed war axes. |
![]() caustic stralite waraxe of crippling (30-42 power, 5 apr) Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +16 acid / +13 nature When wielded/worn: Armour penetration: +8 Physical crit. chance: +10.0% Changes resistances penetration: +13% acid / +6% nature One-handed war axes. |
![]() hateful voratun waraxe of erosion (42-59 power, 6 apr) Requires: - Magic 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +11 nature / +20 darkness Damage against: +13% Living One-handed war axes. |
![]() stralite waraxe of evisceration (29-41 power, 5 apr) Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) One-handed war axes. |
![]() thought-forged stralite waraxe of erosion (29-41 power, 5 apr) Requires: - Magic 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 32 Damage (Melee): +11 nature / +12 mind When wielded/worn: Changes stats: +5 Cun / +3 Wil One-handed war axes. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() drakeskin leather belt 'Gleamfury' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +15% light Changes damage: +15% light / +21% temporal Physical save: +14 (+4 eff.) Maximum psi: +50.00 Mindpower: +29 (+9 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes resistances: +27% lightning Life regen: +4.00 Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient elven-silk cloak of the Shaloren (3 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Mag / +2 Wil Maximum life: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Black Robe (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+8 eff.) Blindness immunity: +50% Spellpower: +30 (+8 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+5 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+3 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() Isenor (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +4 Wil Changes resistances: +20% acid / +18% physical / +31% lightning / +16% blight / +18% cold / +17% fire / +15% all Changes damage: +9% acid / +19% physical / +14% cold / +21% lightning / +14% fire Talent cooldown: Refit Golem (-4 turns) Life regen: +4.40 Maximum life: +80.00 Maximum hate: +6.00 Mental crit. chance: +3% Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 30.23 to 37.79 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() The Calm (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+5 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() mindwoven silk robe of the mountain (+20%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all / +20% physical Changes damage: +20% physical Mental save: +21 (+7 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +9% lightning / +9% cold / +17% blight / +13% all Changes damage: +11% lightning / +13% physical / +14% cold Life regen: +3.70 Maximum life: +43.00 Healing mod.: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() sunsealed silk robe (7 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes stats: +4 Mag Changes resistances: +8% darkness / +9% light / +13% all Changes damage: +13% light Maximum life: +35.00 Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +3 Changes stats: +6 Dex Changes resistances: +10% fire / +5% cold Physical save: +3 (+1 eff.) Only die when reaching: -80.00 life A pair of boots made of leather. |
![]() Requires: - Magic 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 81 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 37% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 10 arcane resource burn Damage (Melee): 7 fire Damage when hit (Melee): 2 light Changes resistances: +5% fire / +9% nature / +9% cold Changes damage: +3% fire Spell save: +18 (+6 eff.) When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 0% Str, 0% Dex, 120% Mag, 0% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +8 fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() storm drakeskin leather gloves of magic (+5) (0 def, 3 armour) Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 9 lightning Changes stats: +5 Mag Changes resistances: +8% lightning Changes damage: +7% arcane / +4% lightning When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 0% Dex, 0% Cun, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). Damage (Melee): +14 arcane Damage (radius 2) on crit: +6 arcane / +10 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 5 lightning Changes resistances: +7% lightning Changes damage: +8% lightning Life regen: +3.80 Stamina each turn: +0.70 Psi each turn: +0.22 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 0% Cun, 0% Str, 120% Mag, 0% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Damage (radius 2) on crit: +7 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Magic 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+4 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 115.65 mind damage and cripples the target's higher mental functions, reducing cunning by 13 and confusing (31% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+3 eff.) Mindpower: +15 (+5 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() Requires: - Heavy armour training - Magic 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() catburglar's drakeskin leather cap of trickery (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +5 Fatigue: +5% Changes stats: +11 Dex / +3 Cun Changes resistances: +16% darkness Infravision radius: +2 A cap made of leather. |
![]() miner's drakeskin leather cap of knowledge (0 def, 7 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+2 eff.) Infravision radius: +2 A cap made of leather. |
![]() Floepython (4 def, 8 armour) Requires: - Heavy armour training - Magic 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 10 temporal Changes resistances penetration: +10% cold / +25% temporal Changes damage: +15% cold / +30% temporal Life regen: +6.40 Stamina each turn: +1.30 A suit of armour made of mail. |
![]() fortifying stralite mail armour of cold resistance (4 def, 8 armour) Requires: - Heavy armour training - Magic 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +4 Con Changes resistances: +16% cold Maximum life: +58.00 A suit of armour made of mail. |
![]() rejuvenating stralite mail armour of command (13 def, 11 armour) Requires: - Heavy armour training - Magic 38 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +13 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun Mental save: +14 (+5 eff.) Life regen: +2.80 Stamina each turn: +1.10 A suit of armour made of mail. |
![]() Molten Skin (15 def, 12 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+5 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 180.68 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() troll-hide reinforced leather armour of Toknor (12 def, 7 armour) Requires: - Magic 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Critical mult.: +12.00% Life regen: +11.60 Maximum life: +42.00 Healing mod.: +16% A suit of armour made of leather. |
![]() Cleansewreath the stralite plate armour (0 def, 13 armour) Requires: - Massive armour training - Magic 48 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +3 Mag Changes resistances: +36% nature / +14% blight Changes resistances penetration: +15% mind Changes damage: +6% mind Reduces incoming crit damage: 15.00% Psi when hit: +0.08 See invisible: +9 A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Magic 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +14 Fatigue: +22% Changes resistances: +7% acid / +7% cold Changes damage: +9% fire Allows you to breathe in: water Physical save: +9 (+3 eff.) Mindpower: +30 (+9 eff.) A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Magic 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+13 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() hardened voratun plate armour of the dragon (0 def, 23 armour) Requires: - Massive armour training - Magic 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Fatigue: +22% Changes resistances: +19% acid / +20% physical / +17% cold / +21% lightning / +19% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +31% Knockback immunity: +38% A suit of armour made of metal plates. |
![]() stralite plate armour (0 def, 13 armour) Requires: - Massive armour training - Magic 48 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% A suit of armour made of metal plates. |
![]() voratun plate armour of Eyal (0 def, 16 armour) Requires: - Massive armour training - Magic 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Life regen: +7.00 Maximum life: +30.00 Healing mod.: +15% A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Magic 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stats: 100% Mag, 0% Str Damage type: Fire Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+5 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() acidic stralite shield of lightning resistance (+20%) (0 def, 8 armour, 53-64 power, 140 block) Requires: - Shield usage training - Magic 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.0 - 63.6 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 On weapon hit: * 18% chance to reduce armor by 39% When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 3 acid Changes resistances: +20% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() exposing stralite shield of purity (0 def, 8 armour, 52-63 power, 140.5 block) Requires: - Shield usage training - Magic 35 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 52.5 - 63.0 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 13% chance to reduce all saves and defense by 32 Effects when hit in melee: * 25% chance to reduce all saves and defense by 32 Changes resistances: +15% nature / +16% blight Talent granted: +1 Block Handheld deflection devices. |
![]() flaming stralite shield of lightning resistance (+19%) (0 def, 8 armour, 44-53 power, 135 block) Requires: - Shield usage training - Magic 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.5 - 53.4 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +135 Damage (radius 1) on hit: +15 fire When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 3 fire Changes resistances: +19% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
![]() 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 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() dwarven voratun pickaxe (dig speed 19 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Physical save: +9 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +10 (+4 eff.) Maximum life: +78.00 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: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 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. |
![]() 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 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 578.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() barbed pouch of stralite shots of crippling (16/21, 52-62 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 51.5 - 61.8 Uses stats: 0% Dex, 120% Mag, 0% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +17.5% Capacity: 21 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 350 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 82 and armour hardiness by 60% Activation puts all charms on cooldown for 26 turns. 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 4 It can be used to create a shield absorbing up to 494 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 25 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 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By cornacPhenixKnight the Cornac Phoenix Knight level 29
5th Decay 122nd year of Ascendancy at 12:53 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 29
3rd Decay 122nd year of Ascendancy at 16:16 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 33
4th Allure 123rd year of Ascendancy at 01:04 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 32
1st Allure 123rd year of Ascendancy at 16:20 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 16
70th Dusk 122nd year of Ascendancy at 19:01 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 14
56th Dusk 122nd year of Ascendancy at 07:39 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 31
10th Decay 122nd year of Ascendancy at 17:51 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 38
25th Regrowth 123rd year of Ascendancy at 12:16 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 20
52nd Haze 122nd year of Ascendancy at 03:42 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 20
45th Haze 122nd year of Ascendancy at 14:07 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 22
66th Haze 122nd year of Ascendancy at 06:29 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 39
25th Regrowth 123rd year of Ascendancy at 14:02 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 10
4th Mirth 122nd year of Ascendancy at 07:32 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 20
44th Haze 122nd year of Ascendancy at 19:13 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 30
5th Decay 122nd year of Ascendancy at 21:39 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 40
57th Regrowth 123rd year of Ascendancy at 16:36 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 19
4th Haze 122nd year of Ascendancy at 00:07 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 32
10th Decay 122nd year of Ascendancy at 19:16 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 38
24th Regrowth 123rd year of Ascendancy at 17:01 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 16
72nd Dusk 122nd year of Ascendancy at 16:50 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 21
61st Haze 122nd year of Ascendancy at 04:52 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 16
72nd Dusk 122nd year of Ascendancy at 03:40 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 28
1st Decay 122nd year of Ascendancy at 13:15 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 16
71st Dusk 122nd year of Ascendancy at 02:16 see stats
By cornacPhenixKnight the Cornac Phoenix Knight level 28
2nd Decay 122nd year of Ascendancy at 04:08 see stats
Log
CornacPhenixKnight is encased in ice!
Elawyn the orc pyromancer hits cornacPhenixKnight for (63 shrugged off), 841 cold (841 total damage).
cornacPhenixKnight performs a melee critical strike against cornacPhenixKnight!
cornacPhenixKnight performs a melee critical strike against cornacPhenixKnight!
Melee retaliation hits Iceblock for 2 fire, 2 cold, 2 lightning, 2 arcane, 5 fire, 5 cold, 5 lightning, 5 arcane, 10 fire, 10 cold, 10 lightning, 10 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 10 fire, 10 cold, 10 lightning, 10 arcane, 10 fire, 10 cold, 10 lightning, 10 arcane (147 total damage).
cornacPhenixKnight hits Iceblock for 23 fire, 23 cold, 23 lightning, 24 arcane, 5 fire, 5 cold, 5 lightning, 5 arcane, 5 fire, 5 cold, 5 lightning, 5 arcane, 5 fire, 5 cold, 5 lightning, 5 arcane, 10 fire, 10 cold, 10 lightning, 10 arcane, 3 fire, 3 cold, 3 lightning, 3 arcane, 5 fire, 5 cold, 5 lightning, 5 arcane, 5 fire, 5 cold, 5 lightning, 5 arcane, 10 fire, 10 cold, 10 lightning, 10 arcane, 10 fire, 10 cold, 10 lightning, 10 arcane (315 total damage).
Elawyn the orc pyromancer casts Manathrust.
Elawyn the orc pyromancer's spell attains critical power!
Elawyn the orc pyromancer hits cornacPhenixKnight for (0 to ice), (31 shrugged off), 412 arcane (412 total damage).
CornacPhenixKnight casts Rune: Shielding.
A shield forms around cornacPhenixKnight.
CornacPhenixKnight casts Rune: Mirror Image.
Elawyn the orc pyromancer casts Frozen Ground.
Elawyn the orc pyromancer's spell attains critical power!
Your shield crumbles under the damage!
The shield around cornacPhenixKnight crumbles.
CornacPhenixKnight deactivates Phoenix Soul.
Elawyn the orc pyromancer hits cornacPhenixKnight for (439 absorbed), (0 to ice), (19 shrugged off), 266 cold (266 total damage).
CornacPhenixKnight casts Light of Healing.
Elawyn the orc pyromancer casts Shatter.
Elawyn the orc pyromancer roars triumphantly.
Elawyn the orc pyromancer hits cornacPhenixKnight for (0 to ice), (40 shrugged off), 536 cold (536 total damage).
cornacPhenixKnight the level 40 cornac phoenix knight was cooled to death by Elawyn the orc pyromancer on level 2 of Vor Pride.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elawyn the orc pyromancer killed cornacPhenixKnight!