













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 41 / 60% |
Size | medium |
Lifes / Deaths | Killed by Poltergeist Umbral Razor at level 21 on the 28th Shortage 122nd year of Ascendancy at 18:14 / 47Killed by Polille the Guardian at level 23 on the 11st Gold 123rd year of Ascendancy at 19:36 Killed by Islydathra the elven corruptor at level 25 on the 18th Stralite 123rd year of Ascendancy at 15:08 Killed by Porygata the elven warrior at level 25 on the 18th Stralite 123rd year of Ascendancy at 21:37 Killed by elven tempest at level 25 on the 19th Stralite 123rd year of Ascendancy at 08:44 Killed by elven cultist at level 25 on the 19th Stralite 123rd year of Ascendancy at 12:08 Killed by Beledawyn the ogre mauler at level 25 on the 19th Stralite 123rd year of Ascendancy at 21:46 Killed by Kryl-Feijan at level 25 on the 20th Stralite 123rd year of Ascendancy at 13:41 Killed by Acolyte of the Sect of Kryl-Feijan at level 25 on the 20th Stralite 123rd year of Ascendancy at 15:58 Killed by Kryl-Feijan at level 25 on the 20th Stralite 123rd year of Ascendancy at 18:16 Killed by elven corruptor at level 26 on the 21st Stralite 123rd year of Ascendancy at 00:28 Killed by Dozing Yvelaith at level 28 on the 7th Voratun 123rd year of Ascendancy at 04:52 Killed by Sleeping Vorytha at level 28 on the 7th Voratun 123rd year of Ascendancy at 07:04 Killed by Sleeping Vorytha at level 28 on the 7th Voratun 123rd year of Ascendancy at 08:42 Killed by Dozing Emelama at level 28 on the 7th Voratun 123rd year of Ascendancy at 10:47 Killed by Dozing Emelama at level 28 on the 7th Voratun 123rd year of Ascendancy at 11:57 Killed by Sleeping Vorytha at level 28 on the 7th Voratun 123rd year of Ascendancy at 14:04 Killed by Sleeping Vorytha at level 28 on the 7th Voratun 123rd year of Ascendancy at 15:39 Killed by Dozing Emelama at level 28 on the 7th Voratun 123rd year of Ascendancy at 17:29 Killed by Dozing Emelama at level 28 on the 7th Voratun 123rd year of Ascendancy at 20:45 Killed by Dozing Emelama at level 28 on the 8th Voratun 123rd year of Ascendancy at 02:06 Killed by Polotira the fire wyrm at level 29 on the 26th Profit 123rd year of Ascendancy at 13:15 Killed by Emelakira the bone giant at level 29 on the 39th Profit 123rd year of Ascendancy at 02:45 Killed by Aerena the ghoul at level 29 on the 39th Profit 123rd year of Ascendancy at 04:25 Killed by Celia at level 29 on the 40th Profit 123rd year of Ascendancy at 13:37 Killed by Celia at level 29 on the 40th Profit 123rd year of Ascendancy at 15:01 Killed by Poleta the ghast at level 29 on the 40th Profit 123rd year of Ascendancy at 17:44 Killed by Celia at level 29 on the 40th Profit 123rd year of Ascendancy at 19:38 Killed by Celia at level 30 on the 41st Profit 123rd year of Ascendancy at 02:09 Killed by Emelakira the bone giant at level 30 on the 41st Profit 123rd year of Ascendancy at 04:01 Killed by Celia at level 30 on the 41st Profit 123rd year of Ascendancy at 05:58 Killed by Celia at level 30 on the 41st Profit 123rd year of Ascendancy at 08:32 Killed by Celia at level 30 on the 41st Profit 123rd year of Ascendancy at 10:02 Killed by Eilinunn the ghoul at level 30 on the 41st Profit 123rd year of Ascendancy at 11:33 Killed by Celia at level 30 on the 41st Profit 123rd year of Ascendancy at 12:48 Killed by elven corruptor at level 30 on the 2nd Wealth 123rd year of Ascendancy at 21:57 Killed by Grand Corruptor at level 30 on the 3rd Wealth 123rd year of Ascendancy at 08:32 Killed by orc necromancer at level 36 on the 29th Dearth 123rd year of Ascendancy at 07:32 Killed by orc corruptor at level 36 on the 29th Dearth 123rd year of Ascendancy at 12:28 Killed by Mayymina the orc necromancer at level 37 on the 31st Dearth 123rd year of Ascendancy at 18:05 Killed by Rak'shor, Grand Necromancer of the Pride at level 37 on the 33rd Dearth 123rd year of Ascendancy at 04:34 Killed by ravaging entropic rip at level 37 on the 33rd Dearth 123rd year of Ascendancy at 13:32 Killed by eldritch eye at level 37 on the 33rd Dearth 123rd year of Ascendancy at 15:07 Killed by orc blood mage at level 38 on the 34th Dearth 123rd year of Ascendancy at 07:51 Killed by Arywen the blinkwyrm at level 39 on the 8th Loss 123rd year of Ascendancy at 17:35 Killed by Arywen the blinkwyrm at level 39 on the 8th Loss 123rd year of Ascendancy at 19:25 Killed by ritch flamespitter at level 41 on the 12nd Loss 123rd year of Ascendancy at 15:09 |
Primary Stats
Strength | 80 (base 55) |
Dexterity | 68 (base 55) |
Constitution | 70 (base 44) |
Magic | 13 (base 10) |
Willpower | 48 (base 18) |
Cunning | 25 (base 10) |
Resources
Life | 1777/1777 |
Stamina | 255/255 |
Equilibrium | 20 |
Healing Factor | 1.3750000000001 |
Regeneration | 9.9842831290644 |
Speed
Mental | -9.9999999999998% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 33.595095619122 |
See Invisible | 33.595095619122 |
Offense: Mainhand
Damage | 137 |
Accuracy | 65 |
Crit Chance | 40% |
APR | 20 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 24 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Blight | +9% |
Arcane | +12% |
Mind | +23% |
All | 0% |
Darkness | +15% |
Temporal | +16% |
Physical | +10% |
Lightning | +6% |
Nature | +3% |
Offense: Damage Penetration
Lightning | -15% |
Light | -5% |
All | -20% |
Defense: Base
Armour (hardiness) | 96.851094479147 (93.924050632911%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 40 |
Physical Save | 70 |
Spell Save | 69 |
Mental Save | 47 |
Defense: Resistances
Acid | + 46%( 70%) |
Arcane | -6%( 40%) |
Cold | + 80%( 80%) |
All | + 15%( 70%) |
Lightning | + 57%( 80%) |
Light | + 20%( 70%) |
Temporal | + 36%( 70%) |
Physical | + 30%( 70%) |
Darkness | + 47%( 80%) |
Fire | + 64%( 80%) |
Nature | + 72%( 80%) |
Defense: Immunities
Stun Resistance | 91% |
Teleport Resistance | 100% |
Pinning Resistance | 31% |
Disarm Resistance | 67% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 535 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 255 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 10 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Elemental Harmony |
talent | Precise Strikes |
talent | Shield Wall |
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by giant fire ant. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. 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 bear paw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed wretchling eyeball. 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 naga tongue. * You've found the needed bloated horror heart. * You've found the needed length of troll intestine. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +5 Changes stats: +3 Str Changes resistances: +20% nature / +5% arcane Critical mult.: +15.00% Physical save: +6 (+1 eff.) Maximum life: +80.00 Movement speed: +25% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 36.5 - 43.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +13.0% Capacity: 23 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 172 physical damage On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +12 blight / +12 nature / +20 light Damage (radius 2) on crit: +4 light Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +1 Dex / +3 Wil Changes resistances: +6% light Changes damage: +6% mind / +6% darkness / +12% arcane Damage affinity(heal): +5% darkness Light radius: +3 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 94.54 damage. The damage dealt will increase with your Spellpower. 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. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes resistances: +15% acid / +15% fire / +11% lightning / +42% cold Changes damage: +9% blight Reduces incoming crit damage: 15.00% Teleport immunity: +20% A cap made of leather. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 24% Damage (Melee): 12 temporal Damage (Ranged): 12 temporal Changes resistances: +10% temporal / +18% darkness / +18% nature Changes resistances penetration: +15% light Changes damage: +9% darkness / +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 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 (+5 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 14 power out of 25/25) : Effective talent level: 5.0 Power cost: 14 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 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. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +15 (+3 eff.) Spell save: +18 (+5 eff.) Silence immunity: +20% Disarm immunity: +30% Pinning immunity: +31% Knockback immunity: +25% Only die when reaching: -60.00 life Maximum life: +27.00 Rings can have magical properties. |
Around neck | ![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 33 power out of 36/36) : Effective talent level: 4.0 Power cost: 33 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (124). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
In main hand | ![]() Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: +0 (+0 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Effects when hit in melee: * 26% chance to reduce strength, dexterity, and constitution by 14 * 27% chance to reduce damage dealt by 24% Damage when hit (Melee): 6 lightning Changes stats: +4 Cun / +3 Dex Changes resistances: +7% acid / +8% fire / +7% cold / +9% nature / +6% lightning Changes resistances penetration: +5% lightning Changes damage: +3% nature Mental save: +8 (+3 eff.) Spellpower: +5 (+2 eff.) Mental crit. chance: +7% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.5 - 87.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +192 Damage (Melee): +23 cold When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 18 lightning Damage when hit (Melee): 12 lightning On shield block: * Deals 162 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +14% cold Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() 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 45 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. |
Main armor | ![]() Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +4 Str / +9 Wil / +8 Con Changes resistances: +15% acid / +13% physical / +13% cold / +12% lightning / +15% fire Changes damage: +6% lightning / +9% mind Talent cooldown: Rush (-5 turns) Disarm immunity: +37% Stun/Freeze immunity: +40% Knockback immunity: +40% A suit of armour made of metal plates. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 396.72 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
![]() teleportation rune (range 59; 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 Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +6% lightning / +9% temporal / +23% fire / +5% arcane / +22% cold Changes resistances penetration: +10% arcane / +20% temporal Changes damage: +3% arcane Amulets can have magical properties. |
![]() 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 (+6 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. |
![]() starlit stralite amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +15% light / +19% darkness Blindness immunity: +54% Infravision radius: +6 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 10 lightning Changes stats: +4 Dex Changes damage: +3% light Critical mult.: +10.00% Mental save: +6 (+2 eff.) Maximum psi: +10.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +4% Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +4 Wil Changes resistances: +12% acid / +15% fire / +21% lightning / +15% cold Spellpower: +9 (+4 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Defense: +10 (+5 eff.) Changes stats: +2 Cun / +2 Con Changes damage: +18% lightning / +6% physical Stun/Freeze immunity: +38% Life regen: +6.00 Stamina each turn: +2.00 Only die when reaching: -80.00 life Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +25 (+6 eff.) Damage (Melee): 22 light Damage (Ranged): 28 light Changes stats: +6 Mag Changes damage: +21% blight / +6% physical / +13% light Vim when firing critical spell: +2.00 Maximum stamina: +30.00 Rings can have magical properties. |
![]() stralite ring of luminosity Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 23 light Damage (Ranged): 22 light Changes stats: +5 Mag Changes damage: +12% light Rings can have magical properties. |
![]() stralite ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Defense: +11 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 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 79% 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. |
![]() Khulmanar's Wrath (70-105 power, 8 apr) Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 32 power out of 35/35) : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 145.91 fire damage, and flames will be left dealing a further 33.90 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() The Gaping Maw (72-108 power, 4 apr) Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() caustic stralite dagger of crippling (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +13 acid / +17 nature When wielded/worn: Armour penetration: +6 Physical crit. chance: +9.0% Changes resistances penetration: +13% acid / +16% nature Sharp, short and deadly. |
![]() chilling stralite dagger of vileness (27.5-35.75 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 14 Damage (Melee): +11 blight / +13 cold Sharp, short and deadly. |
![]() elemental stralite dagger of massacre (41.5-53.95 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 41.5 - 54.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 38 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +12% acid Changes damage: +24% acid Sharp, short and deadly. |
![]() hateful stralite dagger of persecution (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +10% Living / +17% Unnatural When wielded/worn: Changes stats: +5 Wil Sharp, short and deadly. |
![]() hateful voratun dagger of phasing (37.5-48.75 power, 27 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +27 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +12 darkness Damage against: +16% Living Sharp, short and deadly. |
![]() inquisitor's voratun dagger (36-46.8 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Deals 81 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() voratun dagger of shearing (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +5 Changes resistances penetration: +5% all Sharp, short and deadly. |
![]() warbringer's stralite dagger (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +13% physical Disarm immunity: +25% Sharp, short and deadly. |
![]() warbringer's stralite dagger of shearing (30.5-39.65 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Physical power: +9 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +9% all / +9% physical Disarm immunity: +24% Sharp, short and deadly. |
![]() balanced stralite greatmaul of corruption (53-79.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 4). When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +13 (+6 eff.) Disarm immunity: +39% Massive two-handed mauls. |
![]() inquisitor's voratun greatmaul of massacre (79.5-119.25 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 79.5 - 119.3 Uses stat: 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 crit: * Deals 81 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed mauls. |
![]() stormbringer's stralite greatmaul of disruption (53.5-80.25 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% 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 (radius 2) on crit: +24 lightning / +35 cold Damage against: +21% Unnatural When wielded/worn: Changes resistances penetration: +20% lightning / +17% cold Movement speed: +49% Massive two-handed mauls. |
![]() balanced voratun greatsword of paradox (62-99.2 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 temporal When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +16 (+8 eff.) Changes resistances: +12% temporal Disarm immunity: +60% Massive two-handed swords. |
![]() enhanced stralite greatsword (48-76.8 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 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% When wielded/worn: Changes stats: +12 Str / +12 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Massive two-handed swords. |
![]() stralite greatsword of evisceration (50.5-80.8 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 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 crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +16 (+4 eff.) Massive two-handed swords. |
![]() Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+13 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+15 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 53 to 106 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 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. Base power: 28.0 - 39.2 Uses stats: 20% 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 (+2 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 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() balanced voratun longsword of phasing (42.5-59.5 power, 19 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +14% When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +8 (+4 eff.) Disarm immunity: +29% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 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% On weapon hit: * Create an explosion dealing 38 fire damage (1/turn) * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Changes resistances penetration: +21% fire Changes damage: +11% fire Blunt and deadly. |
![]() truestriking stralite mace of crippling (39.5-55.3 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +9 Physical crit. chance: +9.0% Changes resistances penetration: +10% physical Blunt and deadly. |
![]() Eyal's Will (22-24.2 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+6 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 27 power out of 30/30) : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 42.22 slime damage for 12 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() horrifying pulsing mindstar of resolve (14-15.4 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 11 mind / 3 darkness Changes stats: +5 Wil Changes damage: +4% mind / +4% darkness Talent granted: +1 Attune Mindstar Spell save: +6 (+2 eff.) 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. |
![]() mitotic pulsing mindstar of gales (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +11.5% Attack speed: 100% On weapon hit: * 16% chance to slow global speed by 57% * 7% chance to reduce armor by 24% When wielded/worn: Defense: +15 (+7 eff.) Changes damage: +8% lightning / +9% cold / +8% physical Talent granted: +1 Attune Mindstar Pinning immunity: +19% Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() projecting pulsing mindstar of clarity (14-15.4 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% 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: Changes damage: +12% lightning / +12% fire / +16% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Mental save: +2 (+1 eff.) Maximum psi: +24.00 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. |
![]() wyrm's living mindstar of life (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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: Damage (Melee): 6 lightning / 9 physical / 7 fire / 7 acid / 5 cold Changes resistances: +7% lightning / +5% physical / +6% cold / +6% fire / +3% acid Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +23.00 Mindpower: +10 (+3 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. |
![]() mighty drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +10.0% Physical power: +6 (+2 eff.) Changes stats: +5 Str Slings are used to hurl stones or metal shots at your foes. |
![]() mighty reinforced leather sling of recursion Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Str Slings are used to hurl stones or metal shots at your foes. |
![]() bloodlich's elven-wood magestaff of wizardry (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Mag / +3 Wil / +5 Cun / +5 Con Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +18.00% N.Energy each turn: +0.20 Vim when firing critical spell: +4.00 Maximum mana: +88.00 Maximum vim: +30.00 Maximum neg.energy: +36.00 Spellpower: +18 (+9 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() cruel ash vilestaff of wizardry (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 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: Changes stats: +3 Mag / +2 Wil Changes damage: +15% acid Talent granted: +1 Command Staff Critical mult.: +12.00% Maximum mana: +43.00 Spellpower: +11 (+5 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes damage: +30% lightning Talent granted: +1 Command Staff Maximum mana: +105.00 Spellpower: +24 (+12 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() greater dragonbone starstaff of might (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical / +30% temporal / +30% darkness / +30% light Talent granted: +1 Command Staff Spellpower: +22 (+11 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal dragonbone vilestaff (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 22 fire Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +29.00% Spellpower: +18 (+9 eff.) Spell crit. chance: +5% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
![]() infernal dragonbone vilestaff of fate (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 17 fire Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +22.00% Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +11 (+4 eff.) Spellpower: +19 (+9 eff.) Spell crit. chance: +10% See invisible: +16 Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's elven-wood magestaff of breaching (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 27 arcane Changes resistances penetration: +12% cold Changes damage: +25% cold Talent granted: +1 Command Staff Maximum mana: +48.00 Spellpower: +20 (+10 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short elven-wood vilestaff of protection (25-30 power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +7.0% Physical power: +9 (+2 eff.) Changes resistances: +12% acid Changes damage: +25% acid Talent granted: +1 Command Staff Spellpower: +19 (+9 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 4). Damage (Melee): +8 cold / +12 fire Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Str Changes resistances: +12% fire Changes damage: +6% physical One-handed war axes. |
![]() truestriking stralite waraxe of evisceration (32-44.8 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +5 Physical crit. chance: +9.0% Physical power: +13 (+3 eff.) Changes resistances penetration: +11% physical One-handed war axes. |
![]() voratun waraxe (41.5-58.1 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% acid / +16% fire / +6% lightning / +16% cold Changes damage: +24% light / +18% fire A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 14 Damage when hit (Melee): 8 arcane Changes damage: +18% light / +21% temporal Physical save: +11 (+2 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+7 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+10 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() wyrmwaxed elven-silk cloak (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +7% acid / +8% fire / +7% lightning / +8% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() psion's silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Changes resistances penetration: +15% mind Changes damage: +5% mind Mana each turn: +0.19 Psi each turn: +0.71 Maximum mana: +40.00 Maximum psi: +21.00 Spellpower: +20 (+10 eff.) Spell crit. chance: +9% Mindpower: +9 (+3 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +16% acid / +14% physical / +18% fire / +16% cold / +15% all Changes damage: +12% acid / +17% physical / +11% fire / +12% cold Talent cooldown: Refit Golem (-4 turns) Spell save: +25 (+6 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant elven-silk robe of corrosion (+31%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +31% acid / +15% all Changes damage: +12% nature / +21% acid Poison immunity: +37% Disease immunity: +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant silk robe of corrosion (+30%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +30% acid / +13% all Changes damage: +11% nature / +20% acid Poison immunity: +30% Disease immunity: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Scorched Boots (4 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+6 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 27 power out of 40/40) : Effective talent level: 3.0 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 10.44 blight damage and is poisoned for 41.78 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
![]() fleetfooted pair of drakeskin leather boots of void walking (1 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +3 Dex Changes resistances: +22% darkness / +19% temporal Changes resistances penetration: +14% darkness / +17% temporal Defense after a teleport: +18 Resist all after a teleport: +14% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
![]() Fist of the Destroyer (8 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +9 Str / +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 11 power out of 12/12) : Effective talent level: 5.0 Power cost: 11 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 53.49 fire damage and 61.51 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() drakeskin leather gloves 'Corpsejustice' (0 def, 3 armour) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +3 Damage (Melee): 12 acid Changes stats: +5 Str / +5 Dex / +9 Cun / +2 Con Changes resistances: +7% acid / +10% darkness Changes resistances penetration: +20% nature Changes damage: +9% acid / +6% physical / +12% nature Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 24% Changes stats: +4 Str / +3 Con Changes resistances: +26% fire / +5% cold Changes damage: +6% fire It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 270.5 Physical damage. If the attack hits, the target is confused (43% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +9 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Effects when hit in melee: * 38% chance to reduce strength, dexterity, and constitution by 14 * 39% chance to reduce damage dealt by 24% Changes stats: +7 Str / +8 Dex / +8 Lck Changes resistances: +9% acid / +21% cold Spell crit. chance: +6% Mental crit. chance: +7% Infravision radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 270.5 Physical damage. If the attack hits, the target is confused (43% 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. |
![]() eldritch cashmere wizard hat of knowledge (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +5 Wil Mana each turn: +1.20 Mana when hit: +1.20 Maximum mana: +64.00 Spellpower: +7 (+3 eff.) Mindpower: +4 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 36 cooldown : Effective talent level: 1.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Yvoma the stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 2 acid Changes stats: +7 Cun / +7 Wil Changes resistances: +9% blight / +26% temporal / +7% mind / +12% fire Changes resistances penetration: +15% acid Mental save: +37 (+13 eff.) Disarm immunity: +10% Life regen: +4.00 A suit of armour made of mail. |
![]() fortifying voratun mail armour of delving (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +11 Str / +2 Con Changes resistances: +16% darkness / +9% physical Maximum life: +68.00 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 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. |
![]() radiant voratun mail armour of implacability (5 def, 16 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +6 Wil Changes resistances: +20% blight / +23% darkness Physical save: +6 (+1 eff.) Light radius: +1 A suit of armour made of mail. |
![]() drakeskin leather armour of the hero (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+10 eff.) Fatigue: +8% Changes stats: +7 Str / +6 Dex / +6 Mag / +3 Wil / +3 Cun Maximum life: +52.00 A suit of armour made of leather. |
![]() duelist's drakeskin leather armour of delving (26 def, 15 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +15 Defense: +26 (+12 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Dex / +6 Cun Changes resistances: +13% darkness / +11% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 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 leather. |
![]() enlightening reinforced leather armour (12 def, 7 armour) Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Changes stats: +6 Cun / +6 Wil Mental save: +14 (+5 eff.) A suit of armour made of leather. |
![]() marauder's reinforced leather armour (17 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +17 (+8 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Dex Physical save: +9 (+2 eff.) A suit of armour made of leather. |
![]() prismatic reinforced leather armour of resilience (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Changes resistances: +14% light / +17% darkness Maximum life: +30.00 A suit of armour made of leather. |
![]() prismatic reinforced leather armour of the hero (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Changes stats: +5 Str / +6 Dex / +6 Mag / +6 Wil / +7 Cun Changes resistances: +11% light / +13% darkness Maximum life: +43.00 A suit of armour made of leather. |
![]() reinforced leather armour of the hero (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Changes stats: +6 Str / +5 Dex / +6 Mag / +6 Wil / +6 Cun Maximum life: +37.00 A suit of armour made of leather. |
![]() rejuvenating drakeskin leather armour of alacrity (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+10 eff.) Fatigue: +8% Life regen: +3.70 Stamina each turn: +1.30 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() troll-hide drakeskin leather armour of the deep (20 def, 11 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +11 Defense: +20 (+10 eff.) Fatigue: +8% Changes resistances: +8% acid / +15% cold Allows you to breathe in: water Life regen: +14.90 Maximum life: +63.00 Healing mod.: +19% A suit of armour made of leather. |
![]() enlightening voratun plate armour of delving (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +6 Str / +4 Wil / +5 Cun Changes resistances: +12% darkness / +13% physical Mental save: +17 (+6 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 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 metal plates. |
![]() reinforced voratun shield of crushing (0 def, 15 armour, 80-96 power, 265 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): Base power: 80.0 - 96.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +265 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +10.0% Physical power: +6 (+2 eff.) Armour: +15 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() reinforced voratun shield of the stars (0 def, 21 armour, 69-82.8 power, 263 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.0 - 82.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +263 Damage (Melee): +15 light / +14 darkness When wielded/worn: Armour: +21 Fatigue: +8% Changes stats: +4 Cun / +6 Mag Changes resistances: +14% light / +11% darkness Changes damage: +17% light / +17% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() stralite shield of shrapnel (0 def, 8 armour, 46-55.2 power, 148.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.0 - 55.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +148 When wielded/worn: Armour: +8 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 241 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
![]() Drolathasta the quiver of elven-wood arrows (19/19, 60-84 power, 14 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 60.0 - 84.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 19 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 189 physical damage On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 blight / +38 physical / +26 cold Damage (radius 1) on hit: +20 blight Damage (radius 2) on crit: +18 cold Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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 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 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 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 It can be used to activate a portal Activation costs 9 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: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by 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 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() acidic pouch of stralite shots of annihilation (17/17, 47.5-57 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 47.5 - 57.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +11.5% Capacity: 17 On weapon crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() pouch of stralite shots of disruption (19/19, 42-50.4 power, 5 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.0 - 50.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 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: +13% Unnatural Shots are used with slings to pummel your foes to death. |
![]() slimey pouch of stralite shots of wind (17/23, 41.5-49.8 power, 5 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.5 - 49.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 23 On weapon hit: * 13% chance to slow global speed by 57% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 172 physical damage Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +0 Str / +0 Wil / +8 Cun / +0 Con Changes resistances: +15% lightning / +0% all Changes damage: +15% lightning Physical save: +18 (+4 eff.) Mental save: +0 (+0 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 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. |
![]() 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 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By morg the Dwarf Bulwark level 34
18th Wealth 123rd year of Ascendancy at 09:09 see stats
By morg the Dwarf Bulwark level 33
16th Wealth 123rd year of Ascendancy at 01:54 see stats
By morg the Dwarf Bulwark level 36
19th Dearth 123rd year of Ascendancy at 20:35 see stats
By morg the Dwarf Bulwark level 18
39th Profit 122nd year of Ascendancy at 17:58 see stats
By morg the Dwarf Bulwark level 22
14th Steel 123rd year of Ascendancy at 06:08 see stats
By morg the Dwarf Bulwark level 35
26th Wealth 123rd year of Ascendancy at 23:21 see stats
By morg the Dwarf Bulwark level 39
9th Loss 123rd year of Ascendancy at 19:09 see stats
By morg the Dwarf Bulwark level 18
3rd Wealth 122nd year of Ascendancy at 12:11 see stats
By morg the Dwarf Bulwark level 29
6th Profit 123rd year of Ascendancy at 14:43 see stats
By morg the Dwarf Bulwark level 24
6th Stralite 123rd year of Ascendancy at 18:09 see stats
By morg the Dwarf Bulwark level 30
42nd Profit 123rd year of Ascendancy at 22:05 see stats
By morg the Dwarf Bulwark level 10
3rd Profit 122nd year of Ascendancy at 18:10 see stats
By morg the Dwarf Bulwark level 20
4th Wealth 122nd year of Ascendancy at 10:06 see stats
By morg the Dwarf Bulwark level 30
40th Profit 123rd year of Ascendancy at 22:34 see stats
By morg the Dwarf Bulwark level 40
9th Loss 123rd year of Ascendancy at 23:31 see stats
By morg the Dwarf Bulwark level 32
14th Wealth 123rd year of Ascendancy at 12:14 see stats
By morg the Dwarf Bulwark level 35
2nd Dearth 123rd year of Ascendancy at 10:49 see stats
By morg the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 04:00 see stats
By morg the Dwarf Bulwark level 25
19th Stralite 123rd year of Ascendancy at 21:46 see stats
By morg the Dwarf Bulwark level 10
4th Profit 122nd year of Ascendancy at 12:35 see stats
By morg the Dwarf Bulwark level 28
22nd Voratun 123rd year of Ascendancy at 10:16 see stats
By morg the Dwarf Bulwark level 20
6th Dearth 122nd year of Ascendancy at 06:40 see stats
By morg the Dwarf Bulwark level 27
5th Voratun 123rd year of Ascendancy at 14:02 see stats
By morg the Dwarf Bulwark level 17
36th Profit 122nd year of Ascendancy at 01:31 see stats
By morg the Dwarf Bulwark level 32
15th Wealth 123rd year of Ascendancy at 04:58 see stats
By morg the Dwarf Bulwark level 31
8th Wealth 123rd year of Ascendancy at 20:28 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a hidden vault here (press '' or right click to use).
Ran for 3 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 33 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a hidden vault here (press '' or right click to use).
Ran for 33 turns (stop reason: at exit).
You hear a mechanism clicking.
Ran for 2 turns (stop reason: dialog is displayed).
Today is the 13rd Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a hidden vault here (press '' or right click to use).
Ran for 31 turns (stop reason: at exit).
Saving game...
Saving done.
Morg deactivates Elemental Harmony.
Morg deactivates Shield Wall.
Morg deactivates Precise Strikes.