
















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! 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 | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 95 / 16% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nubeth the sandworm at level 43 on the 3rd Haze 122nd year of Ascendancy at 06:48 / 3Killed by multi-hued drake at level 68 on the 5th Decay 122nd year of Ascendancy at 03:53 Killed by G1: Marrow's Inner Demon at level 95 on the 1st Time of Balance 123rd year of Ascendancy at 01:49 |
Primary Stats
Strength | 148 (base 95) |
Dexterity | 95 (base 60) |
Constitution | 60 (base 28) |
Magic | 162 (base 100) |
Willpower | 44 (base 12) |
Cunning | 78 (base 27) |
Resources
Insanity | 58/100 |
Mana | 416/863 |
Equilibrium | 10 |
Vim | 349/573 |
Life | -181/2594 |
Positive | 292/332 |
Stamina | 467/527 |
Hate | 96/114 |
Healing Factor | 1.5300507772247 |
Regeneration | 30.9835282388 |
Speed
Mental | +9.9920072216264E-13% |
Attack | 0% |
Movement | +7.9999999999999% |
Spell | +9.9920072216264E-13% |
Global | +124.07034185902% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 7.3427926069587 |
Offense: Mainhand
Damage | 337 |
Accuracy | 81 |
Crit Chance | 85% |
APR | 37 |
Speed | 1.00 |
Offense: Spell
Spellpower | 96 |
Crit Chance | 56% |
Speed | 0.99999999999999 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Blight | +34% |
Arcane | +18% |
Cold | +7% |
All | 0% |
Darkness | +71% |
Light | +3% |
Physical | +54% |
Fire | 0% |
Lightning | 0% |
Offense: Damage Penetration
Lightning | +15% |
Darkness | +55% |
Blight | +5% |
Arcane | +10% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 67.5 (80%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 17 |
Physical Save | 54 |
Spell Save | 51 |
Mental Save | 34 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Cold | + 20%( 70%) |
All | + 12%( 70%) |
Lightning | + 28%( 70%) |
Light | + 1%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 33%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 36%( 70%) |
Nature | + 1%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 19% |
Instadeath Resistance | 100% |
Stun Resistance | 34% |
Pinning Resistance | 0% |
Poison Resistance | 19% |
Blind Resistance | 29% |
Inscriptions (3/3)
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 910 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 168 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1175% 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. |
Class Talents
Cunning / Artifice | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Spell / Air | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Friend of the worm | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 7/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Tentacles | 1.00 |
| 9/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.00 |
| 7/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Battle tactics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Corruption / Demonic strength | 1.00 |
| 5/5 |
| 5/5 |
| 6/5 |
| 9/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 6/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 8/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 100): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 102): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 103): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 104): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 131 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 105): Rush Hour (131)Turns left: 12 You completed the challenge and received: Random Artifact: Charradiance (5 def, 4 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 134 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 12): Rush Hour (134)Turns left: 20 You completed the challenge and received: Random Artifact: Frigidstrider | done |
Proceed directly to the next Infinite Dungeon level in less than 137 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 14): Rush Hour (137)Turns left: 73 You completed the challenge and received: Random Artifact: Winterfear (2 def, 6 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: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 20): Near SightedYou completed the challenge and received: Random Artifact: Hazequill (9 def, 6 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 21): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 575 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 22): Rush Hour (575)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 23): ExterminatorYou completed the challenge and received: Random Artifact: Xubressra (2 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 25): ExterminatorYou completed the challenge and received: Random Artifact: Filthsmasher (0 def, 4 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 26): ExterminatorYou completed the challenge and received: Random Artifact: Xeridhevea | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 30): ExterminatorYou completed the challenge and received: Random Artifact: Kitogas (10 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 32): ExterminatorYou 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 33): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 34): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 38): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 140 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 39): Rush Hour (140)Turns left: 5 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 212 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 42): Rush Hour (212)Turns left: 11 You completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 45): Mirror MatchYou completed the challenge and received: Random Artifact: Lustresorrow (10 def, 9 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 46): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 206 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 48): Rush Hour (206)Turns left: 69 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 49): ExterminatorYou completed the challenge and received: Random Artifact: Cloudjam (154% power, 6 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 5): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 176 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 50): Rush Hour (176)Turns left: 2 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 51): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 52): Exterminator | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 53): Mirror MatchYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 185 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 56): Rush Hour (185)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 60): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 61): ExterminatorYou completed the challenge and received: Random Artifact: Will of Ul'Gruth (0 def, 15 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 63): Near SightedYou completed the challenge and received: Random Artifact: Willowransom (0 def, 5 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 65): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 66): Exterminator | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 68): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 69): ExterminatorYou completed the challenge and received: Random Artifact: Hare-Skin Sling | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: Random Artifact: Thunderbore (3 def, 2 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 71): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 194 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 72): Rush Hour (194)Turns left: 14 You completed the challenge and received: Random Artifact: Skyshaper of shielding [power 560] (20 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 75): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 76): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 77): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 80): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 81): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 83): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 84): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 86): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 87): ExterminatorYou completed the challenge and received: Random Artifact: Camygatohad (13/13, 124% power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 88): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 90): ExterminatorYou completed the challenge and received: Random Artifact: Blizzardsweep (114% power, 40 apr, nature damage) | done |
Wake up and kill the dreaming horror boss 'Aeryvea the dreaming horror'. Infinite Dungeon Challenge (Level 91): Dream HunterYou completed the challenge and received: Random Artifact: Voidreaper (117% power, 1 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 93): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 314 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 94): Rush Hour (314)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 99): ExterminatorYou completed the challenge and received: +1 Class Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 28% chance to reduce strength, dexterity, and constitution by 38 Damage when hit (Melee): 8 darkness Changes stats: +4 Mag / +4 Wil Changes resistances: +30% acid / +21% blight / +21% mind / +12% darkness Changes resistances penetration: +35% darkness Changes damage: +18% darkness / +12% acid Mana each turn: +0.40 Maximum mana: +29.00 Spell crit. chance: +4% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 188% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 23 On weapon hit: * 21% chance to reduce damage dealt by 26% * Create an explosion dealing 209 lightning damage (1/turn) * 20% chance to create vines that bind the target to the ground dealing 207 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 437 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +21 darkness Damage (radius 1) on hit: +8 darkness / +4 mind Damage (radius 2) on crit: +12 mind Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Armour: +14 Effects on melee hit: * 24% chance to reduce damage dealt by 26% Damage when hit (Melee): 6 arcane Changes stats: +6 Wil Changes damage: +6% acid / +27% physical / +18% darkness Critical mult.: +20.00% Only die when reaching: -40.00 life Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 311 for 5 turns Activation puts all charms on cooldown for 35 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Defense: +20 (+6 eff.) Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 38 Changes stats: +5 Cun / +12 Mag Changes damage: +18% arcane / +24% blight Vim when firing critical spell: +2.48 Maximum vim: +60.00 Spellpower: +11 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +29 (+4 eff.) Damage when hit (Melee): 4 arcane / 2 mind Changes stats: +20 Str / +3 Mag / +19 Con Changes resistances penetration: +5% blight / +15% fire Critical mult.: +15.00% Life regen: +20.00 Maximum life: +100.00 Maximum psi: +30.00 Spell crit. chance: +4% Healing mod.: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +4 Dex / +3 Con Changes damage: +24% physical Critical mult.: +28.07% Reduces incoming crit damage: 21.05% Physical save: +11 (+4 eff.) Only die when reaching: -80.00 life Maximum stamina: +40.00 Maximum hate: +14.00 Mindpower: +23 (+8 eff.) Mental crit. chance: +3% Infravision radius: +4 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 165% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +4 light Damage (radius 1) on hit: +4 light Damage (radius 2) on crit: +4 cold When wielded/worn: Armour penetration: +14 Physical crit. chance: +10.0% Changes stats: +11 Str / +13 Dex / +18 Mag / +13 Wil / +14 Cun / +10 Con Changes damage: +3% light Critical mult.: +34.00% Infravision radius: +3 One-handed war axes. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +15 Physical crit. chance: +12.0% Armour: +3 Fatigue: +5% Damage (Melee): 15 cold Damage when hit (Melee): 2 fire Changes stats: +7 Cun / +9 Dex Changes resistances: +3% lightning / +9% cold / +3% mind Changes damage: +7% cold Critical mult.: +15.00% Spell save: +6 (+2 eff.) Blindness immunity: +10% Disease immunity: +20% Silence immunity: +20% Spell crit. chance: +19% Mental crit. chance: +11% When used to modify unarmed attacks: Power: 146% Range: 1.4x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +24 Crit. chance: +20.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 2) on crit: +11 ice It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +25 (+4 eff.) Armour: +25 Defense: +5 (+1 eff.) Fatigue: +12% Damage (Melee): 11 acid / 15 fire Damage when hit (Melee): 16 acid / 15 fire / 2 physical Changes stats: +7 Str / +10 Mag / +10 Wil Changes resistances: +15% lightning / +27% fire / +30% acid Changes damage: +3% physical Physical save: +6 (+2 eff.) Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +17 (+3 eff.) Spell crit. chance: +8% Mindpower: +13 (+5 eff.) Mental crit. chance: +6% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of mail. |
Cloak | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +18 (+6 eff.) Changes stats: +4 Wil Changes resistances: +44% darkness / +30% temporal Changes resistances penetration: +15% lightning / +20% darkness / +10% arcane Changes damage: +25% darkness Stealth bonus: +25 Mental save: +14 (+7 eff.) Stamina each turn: +3.77 Only die when reaching: -60.00 life Maximum stamina: +20.00 Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +27% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -18% Changes stats: +10 Dex / +5 Mag / +5 Wil / +11 Cun / +6 Con Changes damage: +7% temporal / +6% light / +12% blight / +7% physical / +8% darkness Life regen: +9.00 Stamina each turn: +1.50 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Infravision radius: +2 See invisible: +12 Movement speed: +10% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 59% * 20 arcane resource burn Changes stats: +5 Cun / +11 Wil Talent mastery: +0.32 Celestial / Chants Mental save: +9 (+5 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 268 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+6 eff.) Mental save: +18 (+8 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 726.00 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() Glora the copper amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 29% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane Changes stats: +12 Dex / +2 Mag Changes damage: +5% darkness / +5% temporal / +5% light / +5% physical Psi when hit: +0.24 Mana when firing critical spell: +2.93 Maximum mana: +146.63 Maximum psi: +73.31 Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +7 Dex / +7 Con Reduces incoming crit damage: 15.00% Life regen: +1.00 Light radius: +2 Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +4 Mag Changes resistances penetration: +15% darkness Critical mult.: +22.48% Hate when firing a critical mind attack: +4.00 Only die when reaching: -80.00 life Mindpower: +25 (+8 eff.) Mental crit. chance: +7% Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +11 Dex / +6 Wil Changes resistances penetration: +30% mind Changes damage: +18% light / +21% physical Critical mult.: +24.19% Mental save: +12 (+6 eff.) Light radius: +4 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +10 Str / +4 Wil / +10 Con Changes resistances: +40% light / +9% cold Changes resistances penetration: +25% cold Changes damage: +20% light / +9% blight Mental save: +15 (+7 eff.) Confusion immunity: +29% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +25 (+4 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+13 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+9 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Armour: +4 Defense: +13 (+4 eff.) Changes stats: +9 Con Changes resistances: +12% light / +13% blight / +3% fire / +6% arcane / +13% nature Changes damage: +6% fire Physical save: +18 (+6 eff.) Mental save: +9 (+5 eff.) Poison immunity: +26% Disease immunity: +26% Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. 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 107% 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. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 49% Changes stats: +4 Wil Changes resistances penetration: +20% mind Changes damage: +6% blight Critical mult.: +15.00% Mental save: +9 (+5 eff.) Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +33% Maximum life: +31.00 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.81 cold and 21.32 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes resistances: +18% lightning / +50% cold / +12% light Changes damage: +21% acid / +13% cold Critical mult.: +27.78% Reduces incoming crit damage: 20.00% Only die when reaching: -100.00 life Maximum hate: +13.89 See invisible: +33 Rings make your fingers look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Ethereal Form You have set the ring to grant you Ethereal Form! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 32 Damage (Melee): 29 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 32 Damage (Ranged): 23 physical Changes stats: +8 Mag / +8 Wil / +8 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Spellpower: +13 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Damage (Melee): 34 light Damage (Ranged): 34 light Changes stats: +9 Str / +9 Mag / +9 Con Changes damage: +14% light Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +21% acid / +22% fire / +19% lightning / +20% cold Spell save: +16 (+5 eff.) Maximum stamina: +16.00 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +11 (+3 eff.) Changes stats: +8 Mag Spell save: +16 (+5 eff.) Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 129% Range: 1.3x Uses stats: 100% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 50% Mag, 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() elemental stralite dagger of massacre (152% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 152% 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: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 145 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +25% fire Changes damage: +17% fire Sharp, short and deadly. |
![]() flaming stralite dagger of massacre (150% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 150% 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: +8.0% Attack speed: 100% Damage (radius 1) on hit: +17 fire Sharp, short and deadly. |
![]() truestriking voratun greatmaul of projection (180% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +28 (+6 eff.) Armour penetration: +19 Changes resistances penetration: +21% physical Massive two-handed mauls. |
![]() voratun greatmaul 'Charwaker' (180% power, 4 apr) Requires: - Strength 48 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 29% chance to reduce armor by 49% Damage (Melee): +24 fire / +28 darkness Damage against: +28% Living When wielded/worn: Changes stats: +8 Dex Changes resistances: +7% arcane / +21% mind Spell save: +24 (+8 eff.) Mental save: +15 (+7 eff.) See invisible: +21 Massive two-handed mauls. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() Uridunasta the iron greatsword (115% power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 115% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +24 mind When wielded/worn: Armour: +10 Changes stats: +16 Str / +10 Wil / +10 Con Changes resistances: +7% arcane Changes damage: +21% arcane Only die when reaching: -117.30 life Maximum life: +42.00 Maximum stamina: +43.99 Defense after a teleport: +22 Resist all after a teleport: +22% New effects duration reduction after a teleport: +22% Massive two-handed swords. |
![]() elemental stralite greatsword of massacre (177% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 177% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 145 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +19% cold Changes damage: +31% cold Massive two-handed swords. |
![]() flaming steel greatsword of massacre (149% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 149% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +16 fire Massive two-handed swords. |
![]() stormbringer's stralite greatsword (163% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 163% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +52 lightning / +51 cold When wielded/worn: Changes resistances penetration: +30% lightning / +30% cold Movement speed: +50% Massive two-handed swords. |
![]() stralite greatsword (160% power, 3 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 160% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Massive two-handed swords. |
![]() Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 184% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +13 Str / +12 Dex / +11 Mag / +12 Wil / +16 Cun / +10 Con Changes resistances penetration: +15% blight Changes damage: +9% darkness Critical mult.: +5.00% Infravision radius: +1 See invisible: +3 Damage Shield penetration: +10% Sharp, long, and deadly. |
![]() Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Power: 162% Range: 1.4x Uses stats: 75% Mag, 80% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +20% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-3 turns) Barrier (-5 turns) Providence (-10 turns) Bathe in Light (-5 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 410.97 light damage in radius 5 (based on Magic) and lighting the area within radius 10 Activation costs 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Power: 134% Range: 1.4x Uses stats: 70% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 149% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 112.29 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area Activation costs 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() slime-covered iron longsword of rage (103% power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 104% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 8% chance to slow global speed by 59% When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +3 Str Changes damage: +7% physical Sharp, long, and deadly. |
![]() Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 162% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() horrifying living mindstar of disruption (115% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind 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: +21% Unnatural When wielded/worn: Damage (Melee): 15 mind / 15 darkness Changes damage: +9% mind / +10% darkness Talent granted: +1 Attune Mindstar Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of frost (113% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind 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% When wielded/worn: Armour: +20 Damage (Melee): 20 cold Changes resistances: +15% cold Changes resistances penetration: +20% cold Changes damage: +20% cold Talent granted: +1 Attune Mindstar Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of gales (107% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% 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: Defense: +30 (+9 eff.) Changes damage: +12% lightning / +14% cold / +14% physical Talent granted: +1 Attune Mindstar Pinning immunity: +35% Mindpower: +8 (+3 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. |
![]() Demonspitter (111% power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 29% chance to reduce damage dealt by 26% Damage when hit (Melee): 12 acid / 15 darkness Changes resistances penetration: +22% blight Changes damage: +15% blight / +15% physical Talent granted: +1 Command Staff Mana when firing critical spell: +2.93 Vim when firing critical spell: +2.93 Spellpower on spell critical (stacks up to 3 times): +21 Maximum vim: +70.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 144% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+4 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 164% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 22% chance to slow global speed by 59% Damage (radius 1) on hit: +4 fire When wielded/worn: Armour penetration: +14 Physical crit. chance: +10.0% Effects on melee hit: * 22 arcane resource burn Damage when hit (Melee): 4 mind Changes stats: +13 Str / +12 Dex / +13 Mag / +13 Wil / +11 Cun / +12 Con Changes resistances: +3% light / +3% nature Critical mult.: +31.00% One-handed war axes. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light / 10 fire Changes stats: +6 Wil Changes resistances: +15% blight / +9% mind Changes resistances penetration: +25% light Mental save: +12 (+6 eff.) Pinning immunity: +21% Teleport immunity: +21% Maximum life: +173.07 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 505, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Str / +6 Dex / +10 Mag / +17 Wil / +4 Cun Physical save: +20 (+7 eff.) Spell save: +19 (+6 eff.) Mental save: +19 (+8 eff.) Spell crit. chance: +5% A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 600.27 cold damage and condensing the air into freezing vapors that deal 200.09 cold damage (based on Magic) each turn for 10 turns Activation costs 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +7 Defense: +2 (+0 eff.) Fatigue: -6% Damage when hit (Melee): 6 blight Changes resistances: +20% blight / +18% cold / +12% nature Changes damage: +6% nature / +3% blight Life regen: +5.00 Maximum life: +58.00 Maximum stamina: +15.00 Healing mod.: +12% 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. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Defense: +3 (+1 eff.) Changes stats: +3 Str / +5 Dex / +5 Cun / +3 Con Changes resistances: +9% cold / +17% darkness / +3% mind Changes resistances penetration: +15% darkness / +5% mind Changes damage: +17% darkness / +21% cold Stealth bonus: +14 Physical save: +9 (+3 eff.) Maximum life: +94.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Skyvault (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 10 arcane Changes resistances: +7% arcane / +13% all Changes resistances penetration: +35% lightning / +25% temporal / +25% acid Changes damage: +44% lightning / +12% temporal / +36% acid Mana each turn: +0.34 Maximum mana: +88.00 Spellpower: +27 (+5 eff.) Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing elven-silk robe of the mind (+21%) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +8 Wil Changes resistances: +21% mind / +15% all Changes damage: +21% mind Mana each turn: +0.40 Psi each turn: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +15 Changes stats: +5 Con Changes resistances: +5% physical Changes resistances penetration: +11% physical Critical mult.: +15.00% Stamina each turn: +2.00 Only die when reaching: -80.00 life A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +4 Str / +13 Dex / +4 Mag / +1 Wil / +10 Cun / +1 Con Changes resistances: +6% light Reduces incoming crit damage: 5.00% Infravision radius: +2 See invisible: +6 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 126% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes stats: +5 Con / +5 Wil Changes resistances: +43% temporal / +60% darkness / +6% nature Changes resistances penetration: +36% temporal / +33% darkness / +10% physical Changes damage: +15% darkness Mindpower: +8 (+3 eff.) Defense after a teleport: +60 Resist all after a teleport: +35% New effects duration reduction after a teleport: +59% 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 39 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +15 Dex / +4 Mag / +6 Wil / +4 Cun Changes resistances: +33% acid / +7% arcane / +21% darkness Changes resistances penetration: +36% darkness Changes damage: +21% darkness It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 75% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() Charradiance (5 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Fatigue: +3% Damage (Melee): 14 light Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +3% blight / +6% cold / +11% light / +3% nature Changes resistances penetration: +10% mind / +15% fire Changes damage: +8% light / +6% fire Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 15.00% Physical save: +10 (+4 eff.) Spell save: +3 (+1 eff.) Mental save: +6 (+3 eff.) Blindness immunity: +10% Cut immunity: +20% Confusion immunity: +10% Life regen: +4.00 Only die when reaching: -20.00 life When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Searing Light (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() blighted rough leather gloves of magic (+3) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 blight Changes stats: +3 Mag Changes resistances: +6% blight Changes damage: +5% blight / +4% arcane When used to modify unarmed attacks: Power: 96% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 1). Damage (Melee): +7 arcane Damage (radius 2) on crit: +7 blight / +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 241.85 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() Sparkminister the drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 29 arcane resource burn Damage when hit (Melee): 15 lightning Changes stats: +9 Str / +9 Dex Changes resistances: +21% lightning / +9% temporal / +7% arcane Changes resistances penetration: +37% mind / +25% cold Changes damage: +27% lightning Spell save: +26 (+8 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 861.4 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 2 light Changes stats: +17 Mag / +9 Cun / +18 Con Changes resistances: +3% light / +15% darkness Changes damage: +15% light / +9% darkness / +40% arcane Mental save: +15 (+7 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +37 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +10 Str Changes resistances: +19% lightning / +6% temporal / +20% darkness / +13% fire / +6% nature / +13% acid / +23% physical / +12% blight / +13% cold / +6% light Changes damage: +6% cold Spell save: +3 (+1 eff.) Light radius: +2 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 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 31.84 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() fortifying dwarven-steel mail armour of stability (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +5 Con Changes resistances: +8% physical Physical save: +19 (+6 eff.) Maximum life: +72.00 A suit of armour made of mail. |
![]() prismatic iron mail armour of thunder (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Physical power: +12 (+2 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +4 Str / +4 Mag / +5 Wil Changes resistances: +12% lightning / +12% light / +12% darkness Spellpower: +13 (+2 eff.) Spell crit. chance: +6% Mindpower: +13 (+5 eff.) Mental crit. chance: +6% A suit of armour made of mail. |
![]() hardened leather armour of command (20 def, 14 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +14 Defense: +20 (+6 eff.) Fatigue: +8% Changes stats: +4 Cun Mental save: +18 (+8 eff.) A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+5 eff.) Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 632.94 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+7 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+5 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() Erelinarildil the Voidstalker (0 def, 32 armour, 176% power, 192.5 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] 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 Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +192 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +32 Fatigue: +8% Changes stats: +13 Str / +13 Dex Changes resistances: +23% fire / +12% darkness / +14% temporal Changes resistances penetration: +10% darkness Talent granted: +1 Block Maximum life: +146.63 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: 3.0 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 (441) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Darkness Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() voratun shield of crushing (0 def, 10 armour, 185% power, 194.5 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 185% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +18.0% Physical power: +12 (+2 eff.) Armour: +10 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 50% Dex, 50% Mag, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() Hettamas the Thunderhunt (17/17, 125% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 125% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 On weapon hit: * 29% chance to reduce damage dealt by 26% * 29% chance to reduce all saves and defense by 32 Damage (Ranged): +29 darkness Damage (radius 1) on hit: +29 lightning / +29 mind Damage (radius 2) on crit: +29 darkness / +29 lightning 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: 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 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 4 darkness Changes stats: +7 Str / +5 Con Changes resistances: +7% darkness / +6% fire Changes resistances penetration: +10% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Changes stats: +7 Str / +3 Dex / +5 Wil / +4 Cun Changes resistances: +9% darkness / +5% arcane Mental save: +18 (+8 eff.) Maximum life: +60.00 Light radius: +7 See invisible: +9 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% blight / +15% temporal Changes damage: +6% physical Mental save: +6 (+3 eff.) Maximum life: +60.00 Light radius: +4 See stealth: +13 See invisible: +8 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Blindness immunity: +49% Confusion immunity: +30% Light radius: +11 See stealth: +25 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+4 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 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 arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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 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. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 177% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Capacity: 23 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 312 physical damage * 20% chance to knock the target back 3 spaces and deal 207 physical damage On weapon crit: * Wound the target dealing 437 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +4 temporal / +20 nature / +29 physical Damage (radius 1) on hit: +16 nature / +12 temporal Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Fire Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() high-capacity pouch of dwarven-steel shots of daylight (38/38, 140% power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 140% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 38 Damage (Ranged): +10 light Damage against: +20% Undead When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 195 for 5 turns Activation puts all charms on cooldown for 32 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +15% acid Changes damage: +12% light Light radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 153 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 68. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Dex / +9 Mag / +5 Con Changes resistances: +6% light / +6% darkness Changes resistances penetration: +15% mind Changes damage: +21% light Reduces incoming crit damage: 15.00% Equilibrium when hit: +0.08 It can be used to heal yourself and all friendly characters within 10 spaces for 548 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +7 Armour: +10 Changes stats: +2 Dex Changes resistances: +6% light Only die when reaching: -60.00 life Light radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 404 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 41. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +10 Effects on melee hit: * 21% chance to slow global speed by 59% Changes stats: +5 Mag Changes resistances: +31% cold Changes resistances penetration: +26% physical Only die when reaching: -80.00 life It can be used to create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 26% for 2 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 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 3 talent cooldowns by 2. 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 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 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 G1: Marrow the Cornac Adventurer level 78
13rd Regrowth 123rd year of Ascendancy at 23:49 see stats
By G1: Marrow the Cornac Adventurer level 33
49th Dusk 122nd year of Ascendancy at 06:17 see stats
By G1: Marrow the Cornac Adventurer level 79
22nd Regrowth 123rd year of Ascendancy at 00:11 see stats
By G1: Marrow the Cornac Adventurer level 34
52nd Dusk 122nd year of Ascendancy at 22:36 see stats
By G1: Marrow the Cornac Adventurer level 24
8th Dusk 122nd year of Ascendancy at 22:08 see stats
By G1: Marrow the Cornac Adventurer level 35
55th Dusk 122nd year of Ascendancy at 17:16 see stats
By G1: Marrow the Cornac Adventurer level 14
2nd Flare 122nd year of Ascendancy at 23:01 see stats
By G1: Marrow the Cornac Adventurer level 91
69th Regrowth 123rd year of Ascendancy at 13:35 see stats
By G1: Marrow the Cornac Adventurer level 24
10th Dusk 122nd year of Ascendancy at 16:48 see stats
By G1: Marrow the Cornac Adventurer level 34
52nd Dusk 122nd year of Ascendancy at 22:36 see stats
By G1: Marrow the Cornac Adventurer level 42
1st Time of Equilibrium 122nd year of Ascendancy at 23:39 see stats
By G1: Marrow the Cornac Adventurer level 49
24th Haze 122nd year of Ascendancy at 15:44 see stats
By G1: Marrow the Cornac Adventurer level 56
49th Haze 122nd year of Ascendancy at 15:54 see stats
By G1: Marrow the Cornac Adventurer level 62
71st Haze 122nd year of Ascendancy at 20:22 see stats
By G1: Marrow the Cornac Adventurer level 73
4th Allure 123rd year of Ascendancy at 07:36 see stats
By G1: Marrow the Cornac Adventurer level 84
46th Regrowth 123rd year of Ascendancy at 12:00 see stats
By G1: Marrow the Cornac Adventurer level 10
8th Mirth 122nd year of Ascendancy at 04:01 see stats
By G1: Marrow the Cornac Adventurer level 20
9th Flare 122nd year of Ascendancy at 14:23 see stats
By G1: Marrow the Cornac Adventurer level 30
22nd Dusk 122nd year of Ascendancy at 20:45 see stats
By G1: Marrow the Cornac Adventurer level 40
71st Dusk 122nd year of Ascendancy at 05:13 see stats
By G1: Marrow the Cornac Adventurer level 50
26th Haze 122nd year of Ascendancy at 08:38 see stats
By G1: Marrow the Cornac Adventurer level 80
26th Regrowth 123rd year of Ascendancy at 16:02 see stats
By G1: Marrow the Cornac Adventurer level 41
74th Dusk 122nd year of Ascendancy at 13:42 see stats
By G1: Marrow the Cornac Adventurer level 22
3rd Dusk 122nd year of Ascendancy at 07:38 see stats
By G1: Marrow the Cornac Adventurer level 42
2nd Haze 122nd year of Ascendancy at 14:32 see stats
By G1: Marrow the Cornac Adventurer level 61
68th Haze 122nd year of Ascendancy at 08:27 see stats
By G1: Marrow the Cornac Adventurer level 24
10th Dusk 122nd year of Ascendancy at 16:48 see stats
By G1: Marrow the Cornac Adventurer level 14
3rd Flare 122nd year of Ascendancy at 10:55 see stats
By G1: Marrow the Cornac Adventurer level 68
5th Decay 122nd year of Ascendancy at 03:53 see stats
By G1: Marrow the Cornac Adventurer level 77
11st Regrowth 123rd year of Ascendancy at 22:12 see stats
Log
G1: Marrow forces the iceblock to shatter.
G1: Marrow's Inner Demon performs a melee critical strike against G1: Marrow!
G1: Marrow's Inner Demon HEALS from blight damage!
G1: Marrow's Inner Demon reflects damage back to G1: Marrow!
G1: Marrow shares damage with his oozes!
G1: Marrow HEALS from blight damage!
G1: Marrow's Inner Demon hits Bloated ooze for 31 arcane, 3 light, 3 cold, 49 arcane, 11 cold, (1 to ice), (15 to ice), 22 arcane (119 total damage).
G1: Marrow's Inner Demon hits Bloated ooze for 6 cold damage.
G1: Marrow's Inner Demon hits Carrion worm mass for 1972 cold damage.
G1: Marrow's Inner Demon hits G1: Marrow for (203 abyssal shield), (267 absorbed), 0 physical, (4 abyssal shield), (2 absorbed), 0 light, (5 abyssal shield), (2 absorbed), 0 lightning, (16 abyssal shield), (8 absorbed), 0 fire, (1 abyssal shield), (1 absorbed), 0 acid, (12 abyssal shield), (6 absorbed), 0 light, (4 abyssal shield), (2 absorbed), 0 cold, (48 abyssal shield), (24 absorbed), 0 darkness, (80 abyssal shield), (40 absorbed), 0 lightning, (43 abyssal shield), (14 absorbed), 0 blight, 14 healing, (140 abyssal shield), (35 absorbed), 0 physical, (5 abyssal shield), (1 absorbed), 0 lightning, (17 abyssal shield), (4 absorbed), 0 fire, (2 abyssal shield), (0 absorbed), 0 acid, (11 abyssal shield), (3 absorbed), 0 light, (11 abyssal shield), (3 absorbed), 0 cold, (46 abyssal shield), (11 absorbed), 0 darkness, (189 abyssal shield), (42 absorbed), 7 cold, (6 abyssal shield), 3 cold, (51 abyssal shield), 25 arcane, 6 reflected, 17 reflected, 2 reflected, 1 reflected, 2 reflected, 8 reflected, 0 reflected, (184 abyssal shield), 173 darkness, (5 abyssal shield), 3 lightning, (11 abyssal shield), 6 fire, (2 abyssal shield), 1 acid, (8 abyssal shield), 4 light, (7 abyssal shield), 3 cold, (33 abyssal shield), 17 darkness, (20 abyssal shield), 10 arcane, 4 reflected, 12 reflected, 1 reflected, 0 reflected, 2 reflected, 5 reflected, 0 reflected, (32 abyssal shield), 16 arcane, (5 abyssal shield), 2 light, (4 abyssal shield), 1 lightning, (16 abyssal shield), 5 fire, (2 abyssal shield), 0 acid, (10 abyssal shield), 2 light, (10 abyssal shield), 3 cold, (28 abyssal shield), 14 darkness, (80 abyssal shield), 27 lightning, (2 abyssal shield), 1 light, (2 abyssal shield), 1 cold, (26 abyssal shield), 0 arcane, 4 reflected, 10 reflected, 1 reflected, 0 reflected, 2 reflected, 4 reflected, 0 reflected, (48 abyssal shield), 10 blight, 6 healing, (99 abyssal shield), 25 physical, (4 abyssal shield), 1 lightning, (21 abyssal shield), 7 fire, (1 abyssal shield), 0 acid, (9 abyssal shield), 2 light, (10 abyssal shield), 2 cold, (35 abyssal shield), 7 darkness, (99 abyssal shield), 20 lightning, (7 abyssal shield), 2 cold, (51 abyssal shield), 25 arcane, 4 reflected, 9 reflected, 1 reflected, 0 reflected, 2 reflected, 5 reflected, 0 reflected, (3 abyssal shield), (1 to ice), 1 lightning (532 total damage) [20 healing].
G1: Marrow's Inner Demon hits Bloated ooze for 157 lightning damage.
G1: Marrow's Inner Demon hits Bloated ooze for 2649 darkness damage.
G1: Marrow's Inner Demon hits Bloated ooze for 698 cold damage.
G1: Marrow's Inner Demon hits Bloated ooze for 2 light, 4 cold, 85 arcane (92 total damage).
G1: Marrow's Inner Demon hits Bloated ooze for 46 arcane damage.
G1: Marrow's Inner Demon hits Bloated ooze for 11 cold, 78 arcane, 79 arcane (168 total damage).
G1: Marrow's Inner Demon hits Bloated ooze for 3 light, 2 cold (4 total damage).
Greater Weapon Focus from G1: Marrow's Inner Demon hits Bloated ooze for 55 arcane damage.
Greater Weapon Focus from G1: Marrow's Inner Demon hits Bloated ooze for 48 arcane damage.
Greater Weapon Focus from G1: Marrow's Inner Demon hits Bloated ooze for 286 lightning damage.
Greater Weapon Focus from G1: Marrow's Inner Demon hits Bloated ooze for 47 arcane damage.
Greater Weapon Focus from G1: Marrow's Inner Demon hits G1: Marrow for (178 abyssal shield), 190 darkness, (4 abyssal shield), 2 lightning, (18 abyssal shield), 6 fire, (2 abyssal shield), 1 acid, (8 abyssal shield), 3 light, (5 abyssal shield), 2 cold, (33 abyssal shield), 8 darkness, (107 abyssal shield), 27 lightning, (50 abyssal shield), 17 arcane, 4 reflected, 11 reflected, 1 reflected, 0 reflected, 1 reflected, 5 reflected, 0 reflected, (157 abyssal shield), 48 physical, (5 abyssal shield), 3 lightning, (12 abyssal shield), 4 fire, (2 abyssal shield), 1 acid, (6 abyssal shield), 2 light, (11 abyssal shield), 3 cold, (48 abyssal shield), 12 darkness, (109 abyssal shield), 36 lightning, (6 abyssal shield), 3 cold, (55 abyssal shield), (7 to ice), 11 arcane (401 total damage).
Greater Weapon Focus from G1: Marrow's Inner Demon hits Bloated ooze for 235 lightning damage.
Greater Weapon Focus from G1: Marrow's Inner Demon hits Bloated ooze for 6 cold, (7 to ice), (20 to ice), 30 arcane (35 total damage).
G1: Marrow receives 54 healing.
Melee retaliation hits G1: Marrow's Inner Demon for (6 abyssal shield), (6 absorbed), 0 darkness, (17 abyssal shield), (17 absorbed), 0 fire, (2 abyssal shield), (2 absorbed), 0 acid, (1 abyssal shield), (1 absorbed), 0 physical, (2 abyssal shield), (2 absorbed), 0 arcane, (8 abyssal shield), (8 absorbed), 0 blight, 10 healing, (0 abyssal shield), (0 absorbed), 0 mind, (4 abyssal shield), (4 absorbed), 0 darkness, (12 abyssal shield), (12 absorbed), 0 fire, (1 abyssal shield), (1 absorbed), 0 acid, (0 abyssal shield), (0 absorbed), 0 physical, (2 abyssal shield), (2 absorbed), 0 arcane, (5 abyssal shield), (5 absorbed), 0 blight, 6 healing, (0 abyssal shield), (0 absorbed), 0 mind, (4 abyssal shield), (4 absorbed), 0 darkness, (11 abyssal shield), (11 absorbed), 0 fire, (1 abyssal shield), (1 absorbed), 0 acid, (0 abyssal shield), (0 absorbed), 0 physical, (1 abyssal shield), (1 absorbed), 0 arcane, (5 abyssal shield), (5 absorbed), 0 blight, 6 healing, (0 abyssal shield), (0 absorbed), 0 mind, (4 abyssal shield), (4 absorbed), 0 darkness, (10 abyssal shield), (10 absorbed), 0 fire, (1 abyssal shield), (1 absorbed), 0 acid, (0 abyssal shield), (0 absorbed), 0 physical, (2 abyssal shield), (2 absorbed), 0 arcane, (4 abyssal shield), (4 absorbed), 0 blight, 6 healing, (0 abyssal shield), (0 absorbed), 0 mind, (4 abyssal shield), (4 absorbed), 0 darkness, (9 abyssal shield), (9 absorbed), 0 fire, (1 abyssal shield), (1 absorbed), 0 acid, (0 abyssal shield), (0 absorbed), 0 physical, (2 abyssal shield), (2 absorbed), 0 arcane, (5 abyssal shield), (5 absorbed), 0 blight, 7 healing, (0 abyssal shield), (0 absorbed), 0 mind (0 total damage) [35 healing].
Melee retaliation hits Iceblock for 13 darkness, 51 fire, 8 acid, 2 physical, 5 arcane, 22 blight, 1 mind, 12 darkness, 9 acid, 2 physical, 7 arcane, 29 blight, 2 mind, 14 darkness, 43 fire, 10 acid, 2 physical, 5 arcane, 28 blight, 1 mind, 14 darkness, 50 fire, 9 acid, 2 physical, 6 arcane, 27 blight, 2 mind (361 total damage).
G1: Marrow the level 95 cornac adventurer was amped to death by a G1: Marrow's Inner Demon on level 106 of Infinite Dungeon.
G1: Marrow's Inner Demon prepares for the next kill!
The furious lightning storm around G1: Marrow calms down and disappears.