












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Female |
Race | Cornac |
Class | Artificer |
Level / Exp | 14 / 9% |
Size | medium |
Lifes / Deaths | Killed by war hound at level 4 on the 79th Pyre 122nd year of Ascendancy at 17:42 / 7Killed by Cyrakira the dire wolf at level 4 on the 79th Pyre 122nd year of Ascendancy at 21:37 Killed by Xeralrakira the black bear at level 4 on the 79th Pyre 122nd year of Ascendancy at 23:41 Killed by Xeralrakira the black bear at level 4 on the 1st Mirth 122nd year of Ascendancy at 00:56 Killed by thief at level 9 on the 2nd Summertide 122nd year of Ascendancy at 07:56 Killed by Frool the halfling at level 13 on the 2nd Dusk 122nd year of Ascendancy at 14:22 Killed by Aerorama the deformed dire wolf at level 14 on the 6th Dusk 122nd year of Ascendancy at 18:50 |
Primary Stats
Strength | 22 (base 16) |
Dexterity | 16 (base 16) |
Constitution | 16 (base 11) |
Magic | 11 (base 11) |
Willpower | 16 (base 11) |
Cunning | 34 (base 28) |
Resources
Life | -11/403 |
Stamina | 154/154 |
Healing Factor | 1.2645771506545 |
Regeneration | 29.401418752717 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 30 |
Accuracy | 33 |
Crit Chance | 11% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 33 |
Crit Chance | 11% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Acid | +3% |
Light | +10% |
Nature | +3% |
Offense: Damage Penetration
Nature | +5% |
Defense: Base
Armour (hardiness) | 20 (50.65183292883%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 19 |
Mental Save | 23 |
Defense: Resistances
Acid | + 23%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Lightning | + 8%( 70%) |
Light | + 30%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 2%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Disarm Resistance | 76% |
Bleed Resistance | 20% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 45 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 511% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Armorsmithing | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Imbuing | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Accessory crafting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Toolsmithing | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Experimental imbuing | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Weaponsmithing | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Blacksmith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Inventory management | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chant of Fortress |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. -1 HP on the iceblock remaining. Frozen |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledPinned Physical power reduced by 9 Slowed by 0% Damage per turn 30 |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
Charm Bandolier 2 | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 300 Base Damage: 150 Armor: 6 All Resist: 0 Activation puts Talent Bandolier Slot 2 on cooldown for 25 turns. When used: * Heal for 38. Natural totems are made by powerful wilders to store nature power. |
On feet | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +2 Wil Changes resistances: +6% temporal Changes resistances penetration: +5% nature Changes damage: +3% nature Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disease immunity: +20% A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(62 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 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% nature Physical save: +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Charm Bandolier 1 | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 106 physical damage Activation puts Talent Bandolier Slot 1 on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+0 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
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 main hand | ![]() Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.0 - 20.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.3% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+0 eff.) Disarm immunity: +20% Crafted by: Bunnies Sharp, short and deadly. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +8 Damage (Melee): 7 acid / 7 physical Changes stats: +6 Str / +3 Wil / +3 Con Changes resistances: +7% acid / +3% cold Changes damage: +3% acid / +6% physical Talent mastery: +0.20 Technique / Grappling Cut immunity: +10% Disarm immunity: +36% Maximum life: +40.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Sand Breath (10% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 1) on hit: +10 physical Damage (radius 2) on crit: +10 acid / +9 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | ![]() Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Weapon Aptitude Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.3% Attack speed: 100% Damage (Melee): +7 light Damage (radius 1) on hit: +5 fire Damage against: +6% Undead When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+0 eff.) Disarm immunity: +20% Crafted by: Bunnies Sharp, short and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +6 (+0 eff.) Changes resistances: +5% arcane / +9% lightning Physical save: +6 (+3 eff.) Cut immunity: +10% Silence immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Changes resistances: +16% acid Life regen: +3.00 Maximum life: +30.00 Healing mod.: +11% A suit of armour made of leather. |
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 instantly heal yourself for 46 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 448% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 503% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 433% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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. |
![]() regeneration infusion (heal 60; 13 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 175 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 116 damage for 4 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 152 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune of the titan (absorb 110; dur 3; cd 17) 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 110 damage for 3 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold / +13% fire / +6% nature / +12% temporal Changes damage: +3% nature Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +20% Amulets make your neck look great! |
![]() Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+8 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +9% fire Changes damage: +9% fire Massive two-handed swords. |
![]() Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades 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 138.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness / +3% blight Talent granted: +1 Command Staff Critical mult.: +15.00% Maximum vim: +10.00 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() potent elm starstaff of might (13-15 power, 2 apr, light element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% light Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+9 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 2, doing 3.72 cold damage and 3.95 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% acid / +3% light / +6% cold / +5% fire / +3% mind / +5% arcane Cut immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +7 (+0 eff.) Physical save: +10 (+5 eff.) A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 8 arcane Changes stats: +1 Cun Changes resistances: +3% blight / +10% cold Changes resistances penetration: +5% blight Psi when hit: +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal / +3% darkness / +9% mind / +3% acid Changes resistances penetration: +5% darkness A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce armor by 15% * 10% chance to reduce strength, dexterity, and constitution by 6 Changes resistances: +12% acid / +6% fire / +15% cold Changes resistances penetration: +5% cold A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% fire / +2% physical Changes resistances penetration: +5% mind Disease immunity: +10% Stamina each turn: +0.40 Equilibrium when hit: +0.04 Psi when hit: +0.12 Maximum stamina: +12.00 A pair of boots made of leather. |
![]() pair of rough leather boots 'Glittervice' (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +9% light / +3% darkness Changes resistances penetration: +5% light / +15% nature Changes damage: +6% light Infravision radius: +2 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 30.30 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce armor by 15% Damage (Melee): 5 fire Changes resistances: +6% fire Changes damage: +3% fire Mana each turn: +0.04 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +15 (+12 eff.) When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +6 fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 6 fire Changes resistances: +6% cold / +9% fire / +5% arcane / +1% physical Stun/Freeze immunity: +20% A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +1 Wil Changes resistances penetration: +10% fire / +10% mind / +5% arcane Mental save: +9 (+4 eff.) Psi when hit: +0.16 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Thunderwrither (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% lightning / +11% light / +3% blight / +9% nature / +11% darkness Physical save: +3 (+2 eff.) Poison immunity: +10% See invisible: +9 A cap made of leather. |
![]() insulating linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% cold / +6% fire A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +20 (+8 eff.) Armour: +1 Fatigue: +1% Changes resistances: +3% cold Physical save: +14 (+7 eff.) Stamina each turn: +1.00 Maximum stamina: +20.00 A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
![]() Requires: - Shield usage training - Strength 11 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +39 Damage (Melee): +12 light When wielded/worn: Physical power: +10 (+5 eff.) Armour: +8 Fatigue: +8% Changes stats: +1 Con Changes resistances: +10% mind / +6% cold Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+0 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +10% fire / +15% cold Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +17 When wielded/worn: Armour: +2 Fatigue: +8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): 5 lightning Damage when hit (Melee): 4 lightning / 6 mind Changes stats: +2 Dex Changes resistances: +3% blight Changes resistances penetration: +10% blight Talent granted: +1 Block Handheld deflection devices. |
![]() 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. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: On hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Defense: +5 - +15 Disarm immunity: +20% - +50% Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 8 - 33 fire Burst on crit (radius 2): 5 - 15 fire Affinity: ammo Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Light radius: +2 - +5 Affinity: lite Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 30 cold Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% nature * +10% - +20% blight Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +10% - +30% nature * +10% - +30% blight Poison immunity: +20% - +50% Disease immunity: +20% - +50% Affinity: amulet Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +5% - +15% acid * +5% - +15% blight Affinity: belt Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +5% - +15% nature * +5% - +15% blight Affinity: head Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +1 - +4 Str * +1 - +4 Con Affinity: cloak Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +5% - +10% darkness * +5% - +10% fire Increases digging speed by 100% Affinity: digger Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 acid While equipped: Changes damage: * +8% - +22% acid Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: On hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Affinity: melee Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Silence immunity: +20% - +50% Mana each turn: +0.10 - +0.40 Affinity: ring Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +15% - +30% blight Changes damage: * +10% - +20% blight Affinity: hat Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Mental save: +5 - +15 Confusion immunity: +20% - +50% Affinity: ring Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Mental save: +2 - +10 Maximum psi: +10.00 - +50.00 Affinity: mindstar Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% cold Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +10 Dex Affinity: head Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +4 Cun * +2 - +4 Dex Use talent when activated: Disengage level 1 - 3 Puts all charms on cooldown for 15 turns Affinity: feet Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 nature Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +10% - +20% fire Changes damage: * +10% - +20% fire Affinity: ring Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% fire Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Armour: +5 - +20 Damage (melee): 4 - 20 cold Changes resistances: * +4% - +20% cold Changes resistances penetration: * +4% - +20% cold Changes damage: * +4% - +20% cold Affinity: mindstar Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Maximum life: +40.00 - +80.00 Affinity: lite Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 25 lightning While equipped: Changes damage: * +8% - +22% lightning Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Spell crit. chance: +5% - +15% Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Modifies crafted object: When activated: Blast the opponent's mind dealing mind damage and silencing them Puts all charms on cooldown for 15 turns Affinity: torque This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +15% - +30% nature Changes damage: * +10% - +20% nature Affinity: hat Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: Weapon combat: Damage against: +5% - +30% Unnatural While equipped: Changes stats: * +1 - +7 Wil Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Spellpower: +4 - +19 Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% light * +10% - +20% darkness Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Maximum life: +20.00 - +60.00 Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Changes stats: * +2 - +8 Wil Spell save: +2 - +10 Affinity: mindstar Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Modifies crafted object: When activated: Create a damage-absorbing shield on yourself and all friendly characters within 10 spaces Puts all charms on cooldown for 20 turns Affinity: wand This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Armour: +5 - +15 When activated: Create a temporary shield that absorbs damage Puts all charms on cooldown for 30 turns Affinity: belt Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: On shield block: * Cause enemies within radius 6 to bleed for 137 physical damage over 5 turns (1/turn) Affinity: shield Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Movement speed: +25% Affinity: feet Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +10 Str Affinity: head Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Modifies crafted object: When activated: Summon a resilient tentacle. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them Affinity: totem This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Stamina each turn: +0.30 - +1.30 Maximum stamina: +10.00 - +40.00 Affinity: feet Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Physical save: +5 - +15 Mindpower: +2 - +12 Affinity: belt Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes stats: * +2 - +10 Wil Affinity: amulet Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: Weapon combat: Travel speed: +200% On hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 98 physical damage Affinity: ammo Unique Ego Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour penetration: +5 - +15 Changes stats: * +1 - +6 Str Increases digging speed by 30% Use talent when activated: Perfect Strike level 2 - 4 Puts all charms on cooldown for 26 turns Affinity: digger Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Critical mult.: +10.00% - +20.00% Spell crit. chance: +5% - +15% Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Changes stats: * +2 - +6 Cun * +2 - +6 Wil Physical save: +5 - +15 Spell save: +5 - +15 Mental save: +5 - +15 Affinity: feet Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Armour: +2 - +12 Armour Hardiness: +2% - +12% Physical save: +2 - +12 Affinity: staff Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Defense: +5 - +15 Physical save: +5 - +15 Affinity: cloak Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Effects on melee hit: * 5 - 15% chance to reduce all saves and defense by 15 Effects when hit in melee: * 10 - 35% chance to reduce all saves and defense by 15 Affinity: shield Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: Weapon combat: Burst on hit (radius 1): 5 - 20 fire Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Mindpower: +2 - +12 Affinity: mindstar Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +5% - +15% lightning * +5% - +15% temporal Affinity: hat Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +5% - +15% lightning * +5% - +15% temporal Affinity: head Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 darkness Damage against: +5% - +20% Living Affinity: melee Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +5% - +15% fire * +5% - +15% cold Affinity: head Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Physical power: +5 - +15 Changes stats: * +1 - +7 Str Affinity: ranged Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by psionic forces Modifies crafted object: While equipped: Mental save: +15 - +30 Mindpower: +2 - +6 Mental crit. chance: +2% - +6% Affinity: robes Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour: +1 - +6 Infravision radius: +1 - +4 Affinity: head Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Armour: +1 - +9 Infravision radius: +1 - +3 Affinity: feet Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +2% - +10% blight Changes damage: * +2% - +10% nature Disease immunity: +10% - +25% Affinity: mindstar Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% light * +10% - +20% darkness Affinity: body Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Accuracy: +3 - +10 Changes stats: * +1 - +6 Cun Infravision radius: +2 - +6 Increases digging speed by 30% Affinity: digger Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Spellpower: +3 - +13 Affinity: feet Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Powered by arcane forces Modifies crafted object: While equipped: Melee retaliation: 10 - 30 fire Changes resistances: * +5% - +10% fire Affinity: lite Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by arcane disrupting forces Modifies crafted object: Weapon combat: On hit: * 5 - 20% chance to slow global speed by 41% Affinity: ammo Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +10 Wil Physical save: +5 - +15 Affinity: hat Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Physical save: +5 - +15 Healing mod.: +10% - +30% Affinity: lite Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Infused by nature Modifies crafted object: While equipped: Changes resistances: * +10% - +15% nature Changes damage: * +5% - +10% nature Affinity: digger Components can be used to enhance items being crafted! |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 65.67 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: 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. |
![]() 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. |
![]() 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 Bunnies the Cornac Artificer level 10
2nd Summertide 122nd year of Ascendancy at 18:37 see stats
By Bunnies the Cornac Artificer level 9
10th Mirth 122nd year of Ascendancy at 20:25 see stats
By Bunnies the Cornac Artificer level 8
9th Mirth 122nd year of Ascendancy at 02:24 see stats
Log
Aerorama the deformed dire wolf hits Bunnies for (33 absorbed), 0 physical, (2 armor), (2 absorbed), 0 cold, (1 armor), (1 absorbed), 0 cold (0 total damage).
Bunnies misses Shadow.
Grappling hits Bunnies for (0 absorbed), 0 physical, (0 absorbed), 0 physical, (0 absorbed), 0 physical, (0 absorbed), 0 physical, (0 absorbed), 0 physical, (0 absorbed), 0 physical, (0 absorbed), 0 physical, (0 absorbed), 0 physical, (0 absorbed), 0 physical (0 total damage).
Bunnies hits Sick black bear for 16 light, 16 light, 3 fire (36 total damage).
Bunnies hits Aerorama the deformed dire wolf for (6 flat reduction), 23 physical, (6 flat reduction), 0 acid, (6 flat reduction), 0 physical, (6 flat reduction), 10 light, (6 flat reduction), 7 physical, (6 flat reduction), 1 light, (6 flat reduction), 0 acid, (6 flat reduction), 0 physical, (6 flat reduction), 10 light, (4 flat reduction), 0 fire (54 total damage).
Grappled from Aerorama the deformed dire wolf hits Bunnies for (16 absorbed), 0 physical (0 total damage).
Your shield crumbles under the damage!
The shield around Bunnies crumbles.
Aerorama the deformed dire wolf breathes ice!
Bunnies shrugs off the effect 'Frozen'!
Aerorama the deformed dire wolf hits Bunnies for (17 absorbed), 4 physical, (2 armor), 2 cold, (11 armor), 55 cold (62 total damage).
Shadow casts Fade.
Shadow fades!
Grappling hits Bunnies for 1 physical, 0 physical, 0 physical, 0 physical, 0 physical, 0 physical, 0 physical, 0 physical, 0 physical (2 total damage).
Bunnies hits Shadow for 0 mind, 0 acid, 0 physical, 0 light (0 total damage).
Bunnies hits Sick black bear for 16 light, 16 light, 3 fire (36 total damage).
Bunnies hits Aerorama the deformed dire wolf for (6 flat reduction), 29 physical, (6 flat reduction), 0 acid, (6 flat reduction), 0 physical, (6 flat reduction), 10 light, (6 flat reduction), 6 physical, (6 flat reduction), 1 light, (6 flat reduction), 0 acid, (6 flat reduction), 0 physical, (6 flat reduction), 10 light, (4 flat reduction), 0 fire (59 total damage).
Grappled from Aerorama the deformed dire wolf hits Bunnies for 16 physical damage.
Aerorama the deformed dire wolf hits Bunnies for 21 physical, (2 armor), 2 cold (24 total damage).
Aerorama the deformed dire wolf performs a melee critical strike against Bunnies!
Aerorama the deformed dire wolf breathes ice!
Bunnies is encased in ice!
Aerorama the deformed dire wolf hits Bunnies for 29 physical, (2 armor), 2 cold, (11 armor), 55 cold, (1 armor), (0 to ice), 1 cold (88 total damage).
Bunnies hits Iceblock for 22 physical, 8 acid, 8 physical, 8 physical, 8 light, 8 acid, 8 physical (65 total damage).
Grappled from Aerorama the deformed dire wolf hits Bunnies for (6 to ice), 9 physical (10 total damage).
Aerorama the deformed dire wolf throws two quick punches.
Aerorama the deformed dire wolf breathes ice!
Bunnies resists the freeze!