











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 23 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Xanylle the fox at level 10 on the 8th Dusk 122nd year of Ascendancy at 09:48 0 / 5Killed by Islanor the minotaur at level 18 on the 63rd Dusk 122nd year of Ascendancy at 09:39 Killed by Layawen the hornet swarm at level 21 on the 5th Haze 122nd year of Ascendancy at 12:28 Killed by Blood Master at level 23 on the 29th Haze 122nd year of Ascendancy at 18:15 Killed by snow giant boulder thrower at level 23 on the 15th Regrowth 123rd year of Ascendancy at 00:27 |
Primary Stats
| Strength | 33 (base 14) |
| Dexterity | 34 (base 18) |
| Constitution | 43 (base 19) |
| Magic | 64 (base 46) |
| Willpower | 46 (base 17) |
| Cunning | 52 (base 24) |
Resources
| Life | 794/794 |
| Mana | 434/434 |
| Stamina | 256/256 |
| Paradox | 155 |
| Healing Factor | 1.3823943661972 |
| Regeneration | 11.957711267606 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +102% |
Vision
| Sight | 10 |
| Lite | -4 |
| Infravision | 6 |
| See Stealth | 19.21770299543 |
| See Invisible | 25.21770299543 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 51 |
| Crit Chance | 24% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 51 |
| Crit Chance | 26% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Cold | +27% |
| All | +6% |
Offense: Damage Penetration
| Cold | +10% |
| Mind | +5% |
| Fire | +11% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 8 |
| Physical Save | 42 |
| Spell Save | 34 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 28%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 18%( 70%) |
| Temporal | + 12%( 70%) |
| Mind | + 6%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 91 with a minimum range of 15. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 248 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 68 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. |
Class Talents
| Chronomancy / Bow Threading | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Threaded Combat | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | alchemist's lamp 'Runarain'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +4 Cun Critical mult.: +5.00% Physical save: +13 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +33 (+11 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +2% Light radius: -6 Infravision radius: +6 See stealth: +6 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Elenyduleg the Cracklewrecker (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 10 light Changes stats: +3 Str / +3 Con Changes resistances: +5% arcane / +6% lightning Changes damage: +12% lightning Physical save: +7 (+2 eff.) Mental save: +8 (+2 eff.) Light radius: +1 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | alchemist's hardened leather gloves of the iron hand (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 5 fire / 3 cold / 5 lightning Changes stats: +3 Str / +3 Mag / +5 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +21% When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Mag, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). Damage (Melee): +4 ice / +13 fire / +9 acid / +4 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Geleba [power 194] (11/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Wil Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) Only die when reaching: -80.00 life See invisible: +3 It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold garnet ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +10 Physical crit. chance: +3.0% Defense: +10 (+4 eff.) Changes stats: +6 Cun / +6 Dex Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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 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 123% 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 can have magical properties. |
| On fingers | gold onyx ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 25 Damage (Melee): 12 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 25 Damage (Ranged): 15 physical Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +9 Cun / +3 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around neck | warmaker's copper amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +6 Str / +5 Dex / +2 Mag / +5 Wil Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Amulets can have magical properties. |
| In main hand | steel waraxe 'Blizzardrigor' (112% power, 3 apr) =undead fighter=Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +5 light Damage (radius 1) on hit: +8 mind Damage against: +5% Undead When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +3% mind Changes resistances penetration: +5% mind Changes damage: +6% cold One-handed war axes. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Tidobers the Hazefist (125% power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 125% Range: 1.3x Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 mind / +8 cold Damage (radius 2) on crit: +25 fire When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Changes stats: +10 Con / +10 Wil Changes resistances: +6% cold Changes resistances penetration: +10% cold / +11% fire Maximum life: +37.00 Global speed: +2% Sharp, short and deadly. |
| Cloak | Zuberita the cashmere cloak (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +3% blight / +9% temporal Physical save: +11 (+3 eff.) Mental save: +3 (+1 eff.) Knockback immunity: +20% Maximum life: +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour 'Halarin' (9 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +2 Dex Changes resistances: +18% acid / +9% lightning Life regen: +8.40 Maximum life: +75.00 Healing mod.: +15% A suit of armour made of leather. |
Inventory
regeneration infusion of the wizard (heal 294; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 6; phase 19; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the warrior (regen 1075% over 10 turns; mana 53; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1075% for 10 turns (37 total) and instantly restoring 53 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
FireraptorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Changes resistances: +7% physical Changes resistances penetration: +10% fire Changes damage: +3% lightning / +6% fire Life regen: +2.00 Stamina each turn: +0.30 Amulets can have magical properties. |
Withering Orbs =Fight Unseen Foes -Mummy=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xanuba the DuskfurnaceInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes damage: +3% darkness Reduces incoming crit damage: 15.00% Disease immunity: +20% Cut immunity: +10% Healing mod.: +10% Amulets can have magical properties. |
grounding copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +1.00 Amulets can have magical properties. |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +23% Knockback immunity: +22% Amulets can have magical properties. |
steel amulet 'Zuberewyn'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 21% * 5% chance to blind Changes resistances: +6% mind Changes damage: +6% light / +6% darkness Talent masteries: +0.17 Chronomancy / Timetravel +0.17 Wild-gift / Mindstar mastery Disease immunity: +10% Stun/Freeze immunity: +20% Life regen: +3.00 Amulets can have magical properties. |
HurezilagasCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes stats: +5 Cun / +5 Wil Changes resistances: +6% mind Changes damage: +3% mind Maximum encumbrance: +22 Disarm immunity: +24% Pinning immunity: +24% Knockback immunity: +21% Maximum life: +23.00 Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Sameyalar the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Effects on melee hit: * 10% chance to reduce armor by 31% Changes stats: +11 Dex / +6 Cun / +5 Con Changes resistances penetration: +25% acid Changes damage: +3% acid / +6% temporal Physical save: +10 (+3 eff.) Rings can have magical properties. |
copper ring 'Cyrota'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 (+2 eff.) Rings can have magical properties. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings can have magical properties. |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Rings can have magical properties. |
rogue's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Mental save: +5 (+1 eff.) Confusion immunity: +20% Rings can have magical properties. |
steel ring 'Halokan'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +3 Changes stats: +3 Dex / +3 Con Changes resistances: +22% fire Changes damage: +12% acid / +11% fire Rings can have magical properties. |
Forestwither the steel dagger (109% power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 109% Range: 1.3x Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+3 eff.) Changes resistances: +3% nature / +12% cold Changes resistances penetration: +15% fire Changes damage: +6% nature Mental save: +3 (+1 eff.) Disarm immunity: +28% Sharp, short and deadly. |
Frigidsmash (98% power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 98% Range: 1.3x Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 darkness / +8 lightning Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +4 lightning Damage against: +7% Living When wielded/worn: Changes resistances: +6% light / +6% cold Changes damage: +3% cold Sharp, short and deadly. |
Lightningsaw the steel dagger (102% power, 13 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% Damage (Melee): +7 nature When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+2 eff.) Changes stats: +1 Wil / +3 Mag Changes resistances penetration: +5% lightning Disarm immunity: +23% Damage Shield penetration: +10% Sharp, short and deadly. |
Star (100% power, 0 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 100% Range: 1.3x Uses stats: 20% Dex, 20% Mag Damage type: Light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Startooth (105% power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 31% Changes stats: +7 Con / +7 Wil Changes resistances: +6% light / +6% temporal Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +10% Maximum life: +14.00 Sharp, short and deadly. |
Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 55% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
dwarven-steel dagger 'Duathelstinger' (112% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 112% Range: 1.3x Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 21% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+3 eff.) Changes resistances: +3% mind / +9% light Silence immunity: +20% Disarm immunity: +28% Knockback immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
ash longbow of piercingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 65% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +9 Changes resistances penetration: +8% all Longbows are used to shoot arrows at your foes. |
mage-hunter's ash longbowRequires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 65% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Effects on ranged hit: * 14 arcane resource burn Changes stats: +3 Cun / +5 Wil Talent mastery: +0.15 Wild-gift / Antimagic Mindpower: +11 (+4 eff.) Longbows are used to shoot arrows at your foes. |
mighty yew longbow of coldRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 65% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +9 cold When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +5 Str Changes damage: +15% cold Longbows are used to shoot arrows at your foes. |
Crystalline Iron longsword (107% power, 2 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 It is part of a set of items. Power: 107% Range: 1.4x Uses stat: 100% Mag Damage type: Arcane Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+4 eff.) It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Sharp, long, and deadly. Transformed with the power of the Spellblaze. |
steel longsword 'Glimmergore' (123% power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 123% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 25 On weapon crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 Damage (Melee): +5 mind Damage (radius 1) on hit: +12 cold When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +2 Cun / +1 Wil Changes resistances: +3% light Sharp, long, and deadly. |
steel longsword of massacre (127% power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 127% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
Frozenreeve (109% power, 3 apr)Requires: - Magic 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +3 Str / +3 Dex / +2 Wil Changes resistances: +9% cold Changes damage: +7% physical Light radius: +2 Infravision radius: +3 Combat speed: +10% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Uradig (103% power, 2 apr) Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 103% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage When wielded/worn: Armour: +2 Damage when hit (Melee): 6 acid Critical mult.: +25.00% Maximum psi: +10.00 Mindpower: +10 (+3 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Greenstreak the ash vilestaff (111% power, 3 apr, blight element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 52% Changes stats: +2 Wil / +2 Cun / +9 Con Changes damage: +15% blight / +9% nature Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 60.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
Xotira the Corpsetreason (111% power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +5.0% Physical power: +8 (+3 eff.) Changes resistances: +15% acid Changes resistances penetration: +10% acid Changes damage: +15% lightning / +3% nature Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +17 (+6 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 4 cone, dealing 31.43 to 37.72 lightning damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash magestaff (111% power, 3 apr, lightning element) =+15% Lightning=Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (120% power, 4 apr)Requires: - Magic 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 120% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Tulobers the steel waraxe (105% power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 105% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 acid When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 31% Changes stats: +1 Wil Changes resistances penetration: +20% acid Disarm immunity: +25% Psi when hit: +0.12 Maximum psi: +40.00 One-handed war axes. |
dwarven-steel waraxe of daylight (124% power, 4 apr) =t3 undead killer=Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 light Damage against: +10% Undead One-handed war axes. |
BlastpulverizerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +9% light Changes resistances penetration: +20% light / +10% lightning Changes damage: +12% lightning Maximum life: +39.00 A belt that goes around your waist. |
CyrumidaPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 22 Changes damage: +9% blight Maximum encumbrance: +23 Spellpower on spell critical (stacks up to 3 times): +2 A belt that goes around your waist. |
blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Fatigue: -5% Stealth bonus: +6 Maximum encumbrance: +23 A belt that goes around your waist. |
blurring rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Stealth bonus: +5 Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
noble's hardened leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Wil / +3 Cun / +1 Con Damage against: +26% Summoned Reduced damage from: +20% Summoned Mental save: +5 (+1 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
Emawyn the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Str Changes resistances: +7% acid / +7% fire / +6% lightning / +7% cold Changes damage: +6% mind Critical mult.: +20.00% Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisina (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun Hate when firing a critical mind attack: +2.00 Only die when reaching: -20.00 life Maximum life: +31.00 Maximum psi: +40.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Boragorach' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +1 (+1 eff.) Changes stats: +3 Str / +1 Dex Critical mult.: +10.00% Spell save: +6 (+3 eff.) Mental save: +5 (+1 eff.) Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isatta (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +14% blight / +12% temporal / +13% mind / +9% all Changes resistances penetration: +5% temporal Changes damage: +13% mind / +14% blight Mental save: +17 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+5 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Galyrain the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Critical mult.: +5.00% Spell save: +3 (+1 eff.) Mana each turn: +0.04 Spellpower: +24 (+8 eff.) A pair of boots made of leather. |
pair of dwarven-steel boots 'Isydhekira' (15 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +15 (+5 eff.) Fatigue: +3% Changes stats: +5 Str / +5 Con Changes resistances: +3% temporal Changes damage: +5% physical Confusion immunity: +10% Pinning immunity: +20% Only die when reaching: -80.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +20 Physical save: +5 (+1 eff.) Movement speed: +25% A pair of boots made of leather. |
Bethilaith (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +2 Armour: +2 Damage (Melee): 8 mind Changes stats: +1 Wil Changes resistances: +7% mind Changes resistances penetration: +5% blight Changes damage: +5% mind Stamina each turn: +3.00 Maximum stamina: +30.00 When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 3). Damage (radius 2) on crit: +7 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eilinawe the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +6% darkness / +5% cold Changes damage: +3% cold Spell save: +3 (+1 eff.) Disease immunity: +10% Only die when reaching: -60.00 life When used to modify unarmed attacks: Power: 91% Range: 1.1x Uses stats: 40% Dex, 40% Mag, 40% Cun 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: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +6 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emelama the hardened leather gloves (0 def, 5 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +5 Damage (Melee): 8 darkness Changes stats: +4 Str Changes resistances: +8% darkness / +9% acid Changes damage: +5% darkness / +6% acid Mental save: +8 (+2 eff.) Maximum life: +48.00 When used to modify unarmed attacks: Power: 135% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +4 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). On weapon hit: * 5% chance to reduce damage dealt by 21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ivona (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Cun / +2 Dex Changes resistances: +9% mind Changes resistances penetration: +5% mind Changes damage: +3% mind Mental save: +6 (+2 eff.) Mindpower: +10 (+3 eff.) When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 91% Range: 1.1x Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
scouring hardened leather gloves of butchering (0 def, 2 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Physical power: +5 (+2 eff.) Armour: +2 Effects when hit in melee: * 17 arcane resource burn Changes resistances: +7% blight Spell save: +19 (+8 eff.) When used to modify unarmed attacks: Power: 111% Range: 1.1x Uses stats: 40% Mag, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12% chance to reduce armor by 31% * 13% chance to slow global speed by 52% * 15 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +1 Damage (Melee): 6 lightning Changes stats: +3 Str Changes resistances: +6% lightning Changes damage: +4% lightning When used to modify unarmed attacks: Power: 101% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Mag 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: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +6 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Salawyn (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Mag / +3 Wil / +3 Cun Changes resistances penetration: +15% blight Mana each turn: +0.04 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +2% Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
arcing quiver of ash arrows of daylight (16/16, 118% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 118% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 16 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage Damage (Ranged): +9 light Damage against: +12% Undead Arrows are used with bows to pierce your foes to death. |
barbed quiver of ash arrows (16/19, 134% power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 134% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +12.5% Capacity: 19 On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Salakira' (22/22, 121% power, 9 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 121% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +9 Crit. chance: +1.5% Capacity: 22 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Travel speed: +200% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +20 arcane When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of accuracy (20/20, 122% power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Skypulverizer' (14/14, 110% power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 110% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 14 Damage (Ranged): +29 lightning / +4 blight Damage (radius 1) on hit: +4 lightning Damage (radius 2) on crit: +13 lightning Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows of erosion (17/17, 111% power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 111% Range: 1.4x Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 Damage (Ranged): +9 nature Arrows are used with bows to pierce your foes to death. |
6 agate0.00 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. |
293 alchemist agate0.00 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. |
6 aquamarine0.00 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. |
3 opal0.00 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Obsidianburst the dwarven-steel pickaxe (dig speed 23 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 52% Changes stats: +2 Str Changes resistances: +9% lightning / +3% cold / +3% acid Changes damage: +12% darkness Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Maximum life: +55.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Samigas the Bilevice =+15 Accuracy=Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +2.0% Effects on melee hit: * 10% chance to slow global speed by 52% Damage when hit (Melee): 11 fire Changes resistances: +6% cold / +6% fire Teleport immunity: +10% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered 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. |
Thunderwilter the iron torque of psionic shield [power 25] (11/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +2 Str Changes damage: +3% lightning Light radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing steel torque of mindblast [power 170] (11/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
4 amethyst0.00 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. |
powerful ash wand of conjuration [power 155] (11/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 164 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 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. |
9 ametrine0.00 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. |
8 citrine0.00 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. |
3 zircon0.00 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
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By DeMarxUs Now the Cornac Adventurer level 16
41st Dusk 122nd year of Ascendancy at 17:23 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By DeMarxUs Now the Cornac Adventurer level 21
4th Haze 122nd year of Ascendancy at 09:55 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By DeMarxUs Now the Cornac Adventurer level 10
8th Dusk 122nd year of Ascendancy at 06:41 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By DeMarxUs Now the Cornac Adventurer level 20
69th Dusk 122nd year of Ascendancy at 02:09 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By DeMarxUs Now the Cornac Adventurer level 9
8th Flare 122nd year of Ascendancy at 17:05 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By DeMarxUs Now the Cornac Adventurer level 17
56th Dusk 122nd year of Ascendancy at 22:15 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By DeMarxUs Now the Cornac Adventurer level 23
28th Haze 122nd year of Ascendancy at 21:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By DeMarxUs Now the Cornac Adventurer level 17
42nd Dusk 122nd year of Ascendancy at 07:24 see stats
Log
Snow giant boulder thrower hits DeMarxUs Now for (61 shared), 97 physical (97 total damage).
Snow giant boulder thrower hits Fire drake hatchling for 241 physical damage.
Snow giant boulder thrower hits DeMarxUs Now's temporal clone for 221 physical damage.
DeMarxUs Now the level 23 cornac adventurer was chopped into tiny pieces to death by a snow giant boulder thrower on level 2 of Daikara.
You have no more lives left.
DeMarxUs Now's deep wound closes.
DeMarxUs Now deactivates Shielding.
DeMarxUs Now is no longer surging arcane power.
DeMarxUs Now stops weaving fate.
DeMarxUs Now stops burning.
DeMarxUs Now stops being poisoned.
DeMarxUs Now deactivates Arcane Combat.
DeMarxUs Now stops spinning fate.
DeMarxUs Now is no longer out of phase.
DeMarxUs Now deactivates Arcane Shield.
DeMarxUs Now's temporal clone deactivates Arcane Shield.
DeMarxUs Now's temporal clone stops weaving fate.
DeMarxUs Now's temporal clone is no longer surging arcane power.
DeMarxUs Now's temporal clone is no longer out of phase.
DeMarxUs Now's temporal clone stops burning.
DeMarxUs Now's temporal clone deactivates Shielding.
DeMarxUs Now's temporal clone stops being poisoned.
DeMarxUs Now's temporal clone stops spinning fate.
DeMarxUs Now's temporal clone's deep wound closes.
DeMarxUs Now's temporal clone deactivates Arcane Combat.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Snow giant boulder thrower killed DeMarxUs Now!
Saving done.














































































































