













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : 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 | Infinite |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Wanderer4in1 |
Level / Exp | 59 / 47% |
Size | huge |
Lifes / Deaths | Killed by faerlhing at level 12 on the 29th Voratun 122nd year of Ascendancy at 04:00 0 / 7Killed by faerlhing at level 12 on the 29th Voratun 122nd year of Ascendancy at 05:08 Killed by orc blood mage at level 13 on the 29th Voratun 122nd year of Ascendancy at 09:01 Killed by orc high pyromancer at level 24 on the 17th Profit 122nd year of Ascendancy at 17:31 Killed by rotting mummy at level 35 on the 2nd Wealth 122nd year of Ascendancy at 13:01 Killed by worm that walks at level 39 on the 10th Wealth 122nd year of Ascendancy at 15:25 Killed by Mirror Challenge of ID_Wanderer at level 54 on the 25th Dearth 122nd year of Ascendancy at 18:56 |
Primary Stats
Strength | 103 (base 65) |
Dexterity | 24 (base 12) |
Constitution | 44 (base 12) |
Magic | 69 (base 65) |
Willpower | 74 (base 60) |
Cunning | 25 (base 12) |
Resources
Mana | 628/628 |
Equilibrium | 30 |
Vim | 286/294 |
Life | 2100/2100 |
Positive | 184/184 |
Stamina | 386/386 |
Soul | 12/12 |
Healing Factor | 0.99550074655197 |
Regeneration | 9.2083819056057 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17.203123475609 |
Infravision | 5 |
See Stealth | 24.108545491274 |
See Invisible | 24.108545491274 |
Offense: Mainhand
Damage | 242 |
Accuracy | 53 |
Crit Chance | 39% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 121 |
Accuracy | 53 |
Crit Chance | 39% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Acid | +34% |
Blight | +32% |
Physical | +23% |
Mind | +32% |
All | +14% |
Lightning | +29% |
Temporal | +35% |
Darkness | +29% |
Fire | +20% |
Nature | +24% |
Offense: Damage Penetration
Acid | +20% |
Darkness | +20% |
Temporal | +5% |
Cold | +5% |
Lightning | +20% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 136.80933283479 (85.404685247777%) |
Defense | 37 |
Ranged Defense | 35 |
Fatigue | 37 |
Physical Save | 64 |
Spell Save | 58 |
Mental Save | 60 |
Defense: Resistances
Acid | + 37%( 70%) |
Physical | + 23%( 70%) |
Cold | + 39%( 70%) |
All | + 14%( 70%) |
Darkness | + 30%( 70%) |
Light | + 23%( 70%) |
Temporal | + 32%( 70%) |
Mind | + 44%( 70%) |
Lightning | + 37%( 70%) |
Fire | + 41%( 70%) |
Nature | + 8%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Stun Resistance | 89% |
Instadeath Resistance | 100% |
Confusion Resistance | 85% |
Fear Resistance | 45% |
Silence Resistance | 46% |
Poison Resistance | 0% |
Knockback Resistance | 89% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 690 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -700 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 700 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 139 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 524% 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. |
Class Talents
Spell / Animus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Discharge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Chronomancy / Temporal Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.20 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Celestial / Combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Doom shield | 1.00 |
| 5/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Blood Vengeance |
talent | Overkill |
talent | Arcane Shield |
talent | Weapon of Wrath |
talent | Eldritch Infusion |
talent | Weapon of Light |
talent | Shards |
talent | Second Life |
talent | Hardened Core |
talent | Shielding |
talent | Shield Wall |
detrimental effect | Zone-wide effect: +10% nature damage, -10% nature resistance, -10% ranged defense, -20% poison immunity. Slimy floor |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: Random Artifact: Magmaserpent (119% power, 2 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 13): Near SightedYou completed the challenge and received: Random Artifact: Relgaregolin of mindblast [power 230] (15 cooldown) | done |
Wake up and kill the dreaming horror boss 'Vorira the dreaming horror'. Infinite Dungeon Challenge (Level 15): Dream HunterYou completed the challenge and received: Random Artifact: Eilinilaith (0 def, 2 armour) | done |
Wake up and kill the dreaming horror boss 'Givea the dreaming horror'. Infinite Dungeon Challenge (Level 16): Dream HunterYou completed the challenge and received: Random Artifact: Lisilrawen (1 def, 0 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 19): Near SightedYou completed the challenge and received: Random Artifact: Glilrakira (11 def, 8 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 20): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 22): Mirror Match | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 26): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 29): Headhunter2 / 3 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: Random Artifact: Anudedir (0 def, 0 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 86 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 32): Rush Hour (86)Turns left: 36 You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 35): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 36): ExterminatorYou completed the challenge and received: Random Artifact: Shockbane (153% power, 3 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 245 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 40): Rush Hour (245)Turns left: 7 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 43): ExterminatorYou completed the challenge and received: Random Artifact: Glorarigamira of stinging [power 644] (18 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 44): ExterminatorYou completed the challenge and received: Random Artifact: Flareradiance (25/25, 85% power, 29 apr) | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 45): Headhunter4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 101 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 46): Rush Hour (101)Turns left: 51 You completed the challenge and received: Random Artifact: Aerobeth (120% power, 4 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 47): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 49): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 51): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 53): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 54): ExterminatorYou completed the challenge and received: Random Artifact: Stormwill (154% power, 12 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 55): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 57): ExterminatorYou completed the challenge and received: Random Artifact: Ademina (16/16, 133% power, 7 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 58): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Obliterator (159% power, 10 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 59): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 60): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +12 Str / +6 Mag / +4 Wil / +8 Con Changes resistances: +6% lightning / +6% cold / +9% mind Changes damage: +8% acid / +6% physical / +9% blight Physical save: +6 (+1 eff.) Disease immunity: +39% Silence immunity: +10% Spellpower: +8 (+2 eff.) Size category: +1 It can be used to blink to a nearby random location (rad 13) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 2 acid / 24 fire Changes resistances: +6% acid / +8% fire Changes resistances penetration: +15% mind Changes damage: +12% acid Light radius: +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +5 Defense: +10 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun Changes resistances: +12% acid / +9% temporal / +23% cold / +23% fire / +3% nature / +12% lightning Changes resistances penetration: +5% lightning Changes damage: +12% lightning Spell save: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +24.0% Armour: +11 Effects on melee hit: * 10% chance to reduce all saves and defense by 38 Damage (Melee): 11 physical Damage when hit (Melee): 2 mind Changes resistances: +15% mind Changes resistances penetration: +5% cold Changes damage: +6% mind / +3% physical Critical mult.: +23.00% Spell crit. chance: +23% Mental crit. chance: +19% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances penetration: +20% darkness / +15% lightning Changes damage: +3% mind / +9% darkness Mindpower: +5 (+1 eff.) Mental crit. chance: +1% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Physical power: +35 (+6 eff.) Damage when hit (Melee): 2 temporal Changes stats: +10 Str / +10 Dex / +9 Cun / +8 Con Changes resistances: +9% lightning / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +3% lightning / +21% temporal / +8% all Spellpower: +20 (+5 eff.) Mindpower: +20 (+5 eff.) Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +5 Wil Changes resistances: +6% temporal Changes damage: +6% all Critical mult.: +15.00% Mental save: +13 (+3 eff.) Silence immunity: +36% Confusion immunity: +40% Mana each turn: +0.28 Spellpower: +13 (+3 eff.) Mindpower: +12 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() 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 (176). 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. |
In main hand | ![]() Requires: - Shield usage training - Strength 48 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 177% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +209 Damage (Melee): +12 acid / +13 physical Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +12 arcane When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 30% Changes stats: +2 Wil Changes resistances: +9% acid / +10% physical Changes resistances penetration: +20% acid Changes damage: +6% darkness Talent granted: +1 Block Slows Projectiles: +13% Bonus block near projectiles: +10 Handheld deflection devices. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +12 Defense: +11 (+5 eff.) Physical save: +15 (+4 eff.) Spell save: +11 (+3 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +241 Damage (Melee): +20 physical When wielded/worn: Armour: +26 Defense: +20 (+8 eff.) Fatigue: +8% Changes stats: +9 Str / +4 Dex Changes resistances: +10% light / +19% darkness Changes damage: +9% blight Talent granted: +1 Block Light radius: +3 Handheld deflection devices. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Con Physical save: +15 (+4 eff.) Mental save: +9 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +67.00 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: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes resistances: +11% mind Changes damage: +9% mind / +6% fire Mental save: +15 (+4 eff.) Life regen: +9.00 Maximum life: +69.00 Healing mod.: +25% A suit of armour made of mail. |
Inventory
![]() healing infusion of the psychic (heal 217; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 217 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 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: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -511 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 511 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() wild infusion (res 24%; magical, physical; dur 4; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() wild infusion of the duelist (res 29%; magical; dur 3; cd 12) 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 magical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. 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: 11 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 32% for 3 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. |
![]() blink rune (range 8; phase 20; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. 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: 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 556 damage for 5 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. |
![]() stormshield rune (threshold 83; blocks 4; dur 4; 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 4 times. 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. |
![]() Beeroddarath the Pyreglory Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 temporal Changes resistances: +5% arcane / +30% fire Changes damage: +30% arcane / +18% fire Life regen: +3.00 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Amulets make your neck look great! |
![]() starseer's stralite amulet of strength (+8) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +5 Mag Changes damage: +7% darkness / +5% temporal / +6% light / +7% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Wil Changes resistances: +20% acid / +3% fire / +3% lightning Changes resistances penetration: +5% lightning / +10% fire Changes damage: +10% acid Mental save: +6 (+1 eff.) Spellpower: +7 (+2 eff.) Mindpower: +7 (+1 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +5 Str / +4 Con Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 22 light Damage (Ranged): 24 light Changes stats: +18 Mag Changes damage: +19% light Spell save: +16 (+4 eff.) Rings make your fingers look great! |
![]() thought-forged voratun battleaxe of persecution (168% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 33% chance to reduce all saves and defense by 38 Damage (Melee): +26 mind Damage against: +21% Unnatural When wielded/worn: Changes stats: +10 Cun / +19 Wil Massive two-handed battleaxes. |
![]() Ulakaltholdil (165% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 166% Range: 1.3x Uses stats: 50% Str, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 22% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +3 Cun Changes resistances penetration: +27% temporal Changes damage: +15% arcane Psi when hit: +0.36 Spellpower on spell critical (stacks up to 3 times): +10 Sharp, short and deadly. |
![]() quick voratun dagger (149% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+5 eff.) Changes stats: +4 Dex Combat speed: +10% Sharp, short and deadly. |
![]() inquisitor's stralite greatmaul of ruin (169% power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Deals 110 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Armour penetration: +16 Physical crit. chance: +17.0% Critical mult.: +30.00% Massive two-handed mauls. |
![]() warbringer's voratun greatmaul of ruin (177% power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +17 Physical crit. chance: +21.0% Physical power: +17 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +20% physical Critical mult.: +34.00% Disarm immunity: +22% Massive two-handed mauls. |
![]() iron greatsword 'Grinysus' (128% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 128% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +22 arcane Damage (radius 1) on hit: +22 mind When wielded/worn: Changes stats: +4 Cun / +6 Wil Changes damage: +21% temporal Mental save: +20 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
![]() plaguebringer's voratun greatsword (177% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 178% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 33 Damage (Melee): +10 blight When wielded/worn: Disease immunity: +36% Massive two-handed swords. |
![]() stormbringer's voratun greatsword of enduring (171% power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +61 lightning / +28 cold When wielded/worn: Changes stats: +7 Con / +17 Wil Changes resistances penetration: +33% lightning / +19% cold Maximum life: +79.00 Movement speed: +46% Massive two-handed swords. |
![]() dragonbone longbow Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Longbows are used to shoot arrows at your foes. |
![]() yew longbow of true flight Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +17 (+5 eff.) Physical crit. chance: +14.0% Longbows are used to shoot arrows at your foes. |
![]() manaburning voratun longsword of disruption (154% power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +22% Unnatural Sharp, long, and deadly. |
![]() voratun longsword (152% power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
![]() voratun longsword 'Nerussra' (166% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 167% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Wil Changes resistances: +21% acid Changes damage: +33% arcane Mental save: +9 (+2 eff.) Disarm immunity: +22% Teleport immunity: +22% Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +109.54 Sharp, long, and deadly. |
![]() voratun longsword of rage (151% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Changes stats: +1 Str Changes damage: +12% physical Sharp, long, and deadly. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 146% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +9 Changes stats: +4 Str / +7 Dex / +6 Mag / +7 Wil / +7 Cun / +9 Con Changes resistances penetration: +11% all Blunt and deadly. |
![]() thought-forged iron mace of shearing (109% power, 2 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 109% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 38 Damage (Melee): +8 mind When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +7% all Blunt and deadly. |
![]() living mindstar of disruption (112% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 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: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +20% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 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. |
![]() projecting pulsing mindstar of storms (108% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 14 lightning Changes stats: +4 Str / +5 Dex / +3 Mag / +5 Wil / +3 Cun / +3 Con Changes resistances: +13% lightning Changes resistances penetration: +13% lightning Changes damage: +28% lightning / +16% fire / +14% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() mighty hardened leather sling of recursion Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +4 Str Slings are used to hurl stones or metal shots at your foes. |
![]() steady hardened leather sling of true flight Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +18 (+6 eff.) Physical crit. chance: +15.0% Slings are used to hurl stones or metal shots at your foes. |
![]() Eiliniserin (136% power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +3 Physical crit. chance: +13.0% Armour: +8 Defense: +8 (+4 eff.) Damage (Melee): 33 arcane Damage when hit (Melee): 4 physical Maximum wards: +2 cold Changes damage: +12% mind / +30% cold Talents granted: +5 Ward +1 Command Staff Only die when reaching: -40.00 life Maximum mana: +120.00 Maximum psi: +30.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +5% Mindpower: +15 (+3 eff.) Talent on hit(spell): Fireflash (10% chance level 6). Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's dragonbone magestaff of wizardry (136% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +12.0% Damage (Melee): 42 arcane Changes stats: +2 Mag / +4 Wil Changes damage: +30% lightning Talent granted: +1 Command Staff Maximum mana: +144.00 Spellpower: +30 (+7 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's yew magestaff of might (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 29 arcane Changes damage: +20% fire Talent granted: +1 Command Staff Maximum mana: +50.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() potent dragonbone magestaff of protection (151% power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 151% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +20% arcane Changes damage: +41% arcane Talent granted: +1 Command Staff Spellpower: +19 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's elven-wood magestaff of channeling (129% power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +11% darkness / +11% temporal Changes damage: +25% arcane Talent granted: +1 Command Staff Mana each turn: +0.23 Spellpower: +25 (+6 eff.) Spell crit. chance: +4% Defense after a teleport: +21 Resist all after a teleport: +12% New effects duration reduction after a teleport: +12% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() acidic stralite steamsaw of evisceration (142% power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 142% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +76 On weapon crit: * Splash the target with acid dealing 203 damage over 5 turns and reducing armor and accuracy by 26 * Wound the target dealing 379 physical damage across 5 turns and reducing healing by 50% Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +10.0% Physical power: +11 (+2 eff.) Armour: +5 Defense: +8 (+4 eff.) Fatigue: +10% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() crackling voratun steamsaw of shearing (65% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +104 Attacks use: 1.0 Steam When used to attack (with talents): Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Damage (Melee): +17 lightning When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +9 Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Damage when hit (Melee): 14 lightning Changes stats: +4 Dex Changes resistances: +15% lightning Changes resistances penetration: +11% all Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() orichalcum trident (165% power, 16 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 166% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() arcing voratun waraxe of evisceration (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 122 damage On weapon crit: * Wound the target dealing 379 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +11 (+2 eff.) One-handed war axes. |
![]() inquisitor's stralite waraxe of erosion (133% power, 5 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 134% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Deals 110 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +13 nature One-handed war axes. |
![]() stormbringer's voratun waraxe of enduring (149% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +24 lightning / +29 cold When wielded/worn: Changes stats: +8 Con / +12 Wil Changes resistances penetration: +21% lightning / +14% cold Maximum life: +95.00 Movement speed: +37% One-handed war axes. |
![]() drakeskin leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +6 Cun / +7 Lck Trap disarming bonus: +21 Stealth bonus: +12 Infravision radius: +5 A belt that goes around your waist. |
![]() spellwoven elven-silk robe of light (+31%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +31% light / +15% all Changes damage: +21% light Spell save: +21 (+5 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() timebroken elven-silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +4 Wil Changes resistances: +15% all Changes damage: +22% temporal / +21% arcane / +13% all Maximum mana: +40.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant woollen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +9% blight / +9% all Changes damage: +13% nature Poison immunity: +32% Disease immunity: +27% Life regen: +3.20 Maximum life: +52.00 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of hardened leather boots of strife (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Con / +4 Wil Changes resistances penetration: +8% physical Mindpower: +6 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 30 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() traveler's pair of drakeskin leather boots of disengagement (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -8% Changes stats: +3 Cun / +4 Dex Maximum encumbrance: +44 Physical save: +10 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 82% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() traveler's pair of voratun boots of massiveness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +9 Str / +7 Con Changes damage: +8% physical Maximum encumbrance: +43 Physical save: +15 (+4 eff.) Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() polar drakeskin leather gloves of regeneration (0 def, 3 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 10 cold Changes resistances: +9% cold Changes damage: +10% cold Life regen: +4.00 Stamina each turn: +1.20 Psi each turn: +0.25 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Belada (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +10 Str / +5 Dex / +5 Cun Changes resistances: +32% blight / +11% darkness / +5% arcane Changes damage: +15% arcane / +12% blight Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 27 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
![]() champion's voratun helm of might (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +4 Wil / +4 Con Mental save: +11 (+3 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() defender's voratun helm (7 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +7 (+3 eff.) Fatigue: +5% Changes resistances: +7% all Physical save: +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to slow global speed by 66% Changes stats: +4 Str / +5 Con Changes resistances: +6% nature / +3% light Changes resistances penetration: +5% light Physical save: +15 (+4 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() warlord's dwarven-steel helm of the depths (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +5 Str / +6 Wil Changes resistances: +13% cold / +8% physical Allows you to breathe in: water Physical save: +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() enlightening iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +4 Wil Mental save: +13 (+3 eff.) A suit of armour made of mail. |
![]() enlightening voratun mail armour of implacability (5 def, 19 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +5 (+3 eff.) Fatigue: +4% Changes stats: +8 Cun / +8 Wil Physical save: +13 (+3 eff.) Mental save: +16 (+4 eff.) A suit of armour made of mail. |
![]() Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +14 (+6 eff.) Fatigue: +8% Changes stats: +4 Str / +10 Dex / +5 Mag / +5 Wil / +11 Cun Changes resistances: +12% fire / +15% darkness / +21% cold Changes resistances penetration: +10% fire Changes damage: +3% fire Maximum life: +39.00 A suit of armour made of leather. |
![]() enlightening cured leather armour of cold resistance (6 def, 4 armour) Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +5 Cun / +5 Wil Changes resistances: +19% cold Mental save: +15 (+4 eff.) A suit of armour made of leather. |
![]() nimble cured leather armour (12 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +12 (+5 eff.) Fatigue: +7% Changes stats: +5 Dex Movement speed: +20% A suit of armour made of leather. |
![]() searing rough leather armour (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Damage (Melee): 10 acid / 10 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +14% acid / +12% fire A suit of armour made of leather. |
![]() troll-hide reinforced leather armour of delving (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+5 eff.) Fatigue: +8% Changes stats: +7 Str Changes resistances: +13% darkness / +11% physical Life regen: +5.80 Maximum life: +51.00 Light radius: +1 Healing mod.: +17% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() radiant steel plate armour of stability (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +14% blight / +7% physical / +15% darkness Physical save: +13 (+3 eff.) Light radius: +2 A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +15 Str / +11 Con Changes resistances: +11% darkness / +10% physical Changes resistances penetration: +5% nature / +10% cold Changes damage: +12% nature / +9% cold Maximum life: +101.00 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+3 eff.) Fatigue: +2% Changes stats: +7 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +13 (+3 eff.) Decaying mummy wrappings. |
![]() tormentor's mummy wrappings of light (+36%) (5 def, 2 armour) Powered by arcane forces Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+3 eff.) Fatigue: +2% Changes stats: +5 Cun / +5 Mag Changes resistances: +36% light / -25% fire Changes damage: +15% darkness / +15% cold / +24% light / +15% arcane Critical mult.: +18.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Spellpower: +10 (+2 eff.) Decaying mummy wrappings. |
![]() Requires: - Shield usage training - Strength 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Changes resistances: +25% blight / +10% light Talent mastery: +0.30 Cursed / Bloodstained Talent granted: +1 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() corrosive iron shield of patience (0 def, 2 armour, 96% power, 16.5 block) Requires: - Shield usage training - Strength 11 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 96% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +16 Damage (Melee): +12 acid When wielded/worn: Armour: +2 Fatigue: +8% Effects when hit in melee: * 12% chance to reduce armor by 43% Changes stats: +2 Con Changes resistances: +12% acid / +11% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (670) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() corrosive voratun shield of the stars (0 def, 10 armour, 179% power, 202.5 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 Damage (Melee): +16 acid / +19 light / +17 darkness When wielded/worn: Armour: +10 Fatigue: +8% Effects when hit in melee: * 17% chance to reduce armor by 43% Changes stats: +8 Mag / +9 Cun / +6 Con Changes resistances: +19% acid / +20% light / +14% darkness Changes damage: +19% light / +17% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() exposing dwarven-steel shield (0 def, 6 armour, 136% power, 83 block) Requires: - Shield usage training - Strength 24 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 137% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +83 When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 10% chance to reduce all saves and defense by 38 Effects when hit in melee: * 20% chance to reduce all saves and defense by 38 Talent granted: +1 Block Handheld deflection devices. |
![]() wrathful steel shield of crushing (0 def, 4 armour, 123% power, 42 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 123% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +17 light / +18 fire When wielded/worn: Physical crit. chance: +7.0% Physical power: +9 (+1 eff.) Armour: +4 Fatigue: +8% On shield block: * Deals 182 light and fire damage to each enemy blocked Changes resistances: +8% light / +7% fire Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 Damage (radius 2) on crit: +16 light / +27 fire When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 182 light and fire damage to each enemy blocked Changes resistances: +7% fire / +5% light / +13% mind Talent granted: +1 Block Handheld deflection devices. |
![]() psychokinetic quiver of yew arrows of erosion (21/21, 141% power, 10 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 142% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 257 physical damage Damage (Ranged): +15 nature / +29 physical Arrows are used with bows to pierce your foes to death. |
![]() 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 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 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 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+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: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. 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 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 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.(130 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() void-walker's dwarven lantern of focus Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances: +5% cold / +7% temporal Changes damage: +11% mind Light radius: +5 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: 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 accuracy (21/21, 168% power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 169% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +20 Armour Penetration: +5 Crit. chance: +14.5% Capacity: 21 On weapon crit: * Wound the target dealing 379 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of stralite shots of wind (24/24, 155% power, 5 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 155% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 24 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 271 physical damage * 20% chance to knock the target back 3 spaces and deal 257 physical damage Travel speed: +200% Damage (Ranged): +15 physical Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of voratun shots of grasping (19/19, 166% power, 6 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 257 physical damage * 20% chance to create vines that bind the target to the ground dealing 257 nature damage and pinning them for 3 turns Damage (Ranged): +23 physical Shots are used with slings to pummel your foes to death. |
![]() 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 617 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 26 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con 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: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 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 ID_Wanderer the Dwarf Wanderer4in1 level 22
14th Profit 122nd year of Ascendancy at 00:29 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 27
26th Profit 122nd year of Ascendancy at 09:17 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 42
19th Wealth 122nd year of Ascendancy at 08:24 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 23
15th Profit 122nd year of Ascendancy at 00:21 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 22
14th Profit 122nd year of Ascendancy at 14:42 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 34
42nd Profit 122nd year of Ascendancy at 21:59 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 15
2nd Acquisition 122nd year of Ascendancy at 10:14 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 25
18th Profit 122nd year of Ascendancy at 20:52 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 33
42nd Profit 122nd year of Ascendancy at 18:15 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 40
13rd Wealth 122nd year of Ascendancy at 13:12 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 48
6th Dearth 122nd year of Ascendancy at 07:48 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 57
35th Dearth 122nd year of Ascendancy at 21:16 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 10
23rd Voratun 122nd year of Ascendancy at 20:49 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 20
9th Profit 122nd year of Ascendancy at 09:36 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 30
33rd Profit 122nd year of Ascendancy at 01:41 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 40
11st Wealth 122nd year of Ascendancy at 19:39 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 50
9th Dearth 122nd year of Ascendancy at 11:58 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 42
18th Wealth 122nd year of Ascendancy at 12:58 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 34
43rd Profit 122nd year of Ascendancy at 19:01 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 51
15th Dearth 122nd year of Ascendancy at 02:26 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 45
26th Wealth 122nd year of Ascendancy at 03:39 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 32
37th Profit 122nd year of Ascendancy at 13:22 see stats
By ID_Wanderer the Dwarf Wanderer4in1 level 20
9th Profit 122nd year of Ascendancy at 17:52 see stats
Log
Saving game...
Saving done.
You transfer savage's voratun ring of luminosity to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Goedalath Rock to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Telos's Staff Crystal to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Prismatic Rune (6 turns; acid, physical, darkness, cold, mind, light) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Windborne Azurite to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Crystal Focus to the online item's vault.
Saving done.
Saving game...
Saving done.