

Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Possessor Bonus Class 1.7.4Donators/Buyers bonus! Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. Portable Item Vault 1.7.4Add a portable item vault to your inventory! Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Much More Adventurous 1.7.0Gives adventurers every talent tree in the game. This includes things like object talents, talents from summons (golem, mecharachnid, etc), npc only talents (horrors, soul eater, etc), talents mostly removed from the game (old paradox mage and archer talents, etc), partially implemented talents (like the unavailable celestial class), and hidden talents not normally available on their own (individual poisons, traps, hymns, etc). Many of these are very unbalanced, and while I have removed every buggy talent I could find, combining talents that aren't normally available together on the player may cause a bad reaction. If you find something like this please let me know, I'm doing my best to modify every talent that needs it to work properly on the player. Experienced Adventurer 1.7.2Since these adventuers are experienced enough, they are familiar with staff combat, mindstar mastery and combat training. Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. |
Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Male |
Race | Skeleton |
Class | Skirmisher (Battle Skirmisher) |
Level / Exp | 299 / 5% |
Size | big |
Lifes / Deaths | Killed by Rour the halfling at level 8 on the 77th Pyre 122nd year of Ascendancy at 18:38 / 41Killed by dredgling at level 9 on the 5th Mirth 122nd year of Ascendancy at 13:18 Killed by ritch flamespitter at level 12 on the 8th Mirth 122nd year of Ascendancy at 00:17 Killed by Gutta the forest troll at level 13 on the 8th Mirth 122nd year of Ascendancy at 10:01 Killed by Shax the Slimy at level 13 on the 8th Mirth 122nd year of Ascendancy at 15:38 Killed by Bill the Stone Troll at level 15 on the 9th Mirth 122nd year of Ascendancy at 03:57 Killed by Bill the Stone Troll at level 15 on the 9th Mirth 122nd year of Ascendancy at 07:45 Killed by Ce'Nitira the temporal stalker at level 30 on the 8th Flare 122nd year of Ascendancy at 09:18 Killed by elven blood mage at level 33 on the 10th Flare 122nd year of Ascendancy at 00:39 Killed by elven blood mage at level 33 on the 10th Flare 122nd year of Ascendancy at 01:18 Killed by elven mage at level 34 on the 10th Flare 122nd year of Ascendancy at 01:29 Killed by elven tempest at level 34 on the 10th Flare 122nd year of Ascendancy at 02:04 Killed by elven tempest at level 34 on the 10th Flare 122nd year of Ascendancy at 02:52 Killed by Velebeth the elven guard at level 34 on the 10th Flare 122nd year of Ascendancy at 03:18 Killed by Velebeth the elven guard at level 34 on the 10th Flare 122nd year of Ascendancy at 04:01 Killed by elven blood mage at level 34 on the 10th Flare 122nd year of Ascendancy at 04:08 Killed by elven cultist at level 34 on the 10th Flare 122nd year of Ascendancy at 04:20 Killed by Islirida the Elven Guard's mucus ooze at level 35 on the 10th Flare 122nd year of Ascendancy at 10:58 Killed by Islirida the Elven Guard's mucus ooze at level 35 on the 10th Flare 122nd year of Ascendancy at 11:23 Killed by elven mage at level 35 on the 10th Flare 122nd year of Ascendancy at 15:10 Killed by elven blood mage at level 36 on the 10th Flare 122nd year of Ascendancy at 19:20 Killed by Xulaith the mean looking elven guard at level 38 on the 1st Dusk 122nd year of Ascendancy at 10:59 Killed by elven blood mage at level 39 on the 1st Dusk 122nd year of Ascendancy at 13:57 Killed by Lisewe the elven warrior at level 40 on the 1st Dusk 122nd year of Ascendancy at 20:34 Killed by Vor, Grand Geomancer of the Pride at level 95 on the 18th Regrowth 123rd year of Ascendancy at 16:22 Killed by newslinger at level 95 on the 18th Regrowth 123rd year of Ascendancy at 16:34 Killed by Doomed Shade of newslinger at level 161 on the 56th Pyre 123rd year of Ascendancy at 04:35 Killed by Doomed Shade of newslinger at level 161 on the 56th Pyre 123rd year of Ascendancy at 04:37 Killed by Doomed Shade of newslinger at level 161 on the 56th Pyre 123rd year of Ascendancy at 04:39 Killed by Doomed Shade of newslinger at level 161 on the 56th Pyre 123rd year of Ascendancy at 04:42 Killed by Doomed Shade of newslinger at level 161 on the 56th Pyre 123rd year of Ascendancy at 04:44 Killed by Doomed Shade of newslinger at level 161 on the 56th Pyre 123rd year of Ascendancy at 04:46 Killed by Doomed Shade of newslinger at level 161 on the 56th Pyre 123rd year of Ascendancy at 04:49 Killed by Doomed Shade of newslinger at level 161 on the 56th Pyre 123rd year of Ascendancy at 04:51 Killed by Doomed Shade of newslinger at level 161 on the 56th Pyre 123rd year of Ascendancy at 04:53 Killed by Doomed Shade of newslinger at level 161 on the 56th Pyre 123rd year of Ascendancy at 04:57 Killed by Doomed Shade of newslinger at level 161 on the 56th Pyre 123rd year of Ascendancy at 04:58 Killed by newslinger's shadow simulacrum at level 164 on the 6th Flare 123rd year of Ascendancy at 10:17 Killed by newslinger's shadow simulacrum at level 165 on the 19th Dusk 123rd year of Ascendancy at 05:34 Killed by Lchnirijas the shalore at level 165 on the 19th Dusk 123rd year of Ascendancy at 05:58 Killed by newslinger's shadow simulacrum at level 165 on the 20th Dusk 123rd year of Ascendancy at 07:05 |
Primary Stats
Strength | 766 (base 100) |
Dexterity | 285 (base 100) |
Constitution | 1001 (base 100) |
Magic | 97 (base 86) |
Willpower | 106 (base 96) |
Cunning | 116 (base 100) |
Resources
Life | 25390/25390 |
Mana | 2368/2368 |
Stamina | 1129/1129 |
Healing Factor | 2.4146644540044 |
Regeneration | 705.98963275436 |
Speed
Mental | +299.6992999452% |
Attack | 0% |
Movement | +99.99996752825% |
Spell | 0% |
Global | +197.40323199887% |
Vision
Sight | 10 |
Lite | 0.9999999999998 |
Infravision | 22 |
See Stealth | 37.15405322451 |
See Invisible | 37.154053224517 |
Offense: Barehand
Damage | 130 |
Accuracy | 214 |
Crit Chance | 883% |
APR | 516 |
Speed | 0.20 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 142 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Nature | +156% |
Fire | +157% |
All | +156% |
Offense: Damage Penetration
Lightning | 0% |
Physical | +99% |
Fire | 0% |
Cold | 0% |
Arcane | 0% |
Mind | 0% |
All | 0% |
Defense: Base
Armour (hardiness) | 367.96261025913 (89.984894532865%) |
Defense | 156 |
Ranged Defense | 156 |
Fatigue | 0 |
Physical Save | 219 |
Spell Save | 165 |
Mental Save | 150 |
Defense: Resistances
Light | + 70%( 70%) |
Nature | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Mind | + 70%( 70%) |
All | +401%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 99% |
Silence Resistance | 99% |
Bleed Resistance | 100% |
Disarm Resistance | 0% |
Pinning Resistance | 93% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Combat techniques | 16.30 |
| 7/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Tireless Combatant | 16.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Skirmisher - Slings | 16.30 |
| 29/5 |
| 29/5 |
| 29/5 |
| 29/5 |
Technique / Archery training | 16.00 |
| 20/5 |
| 20/5 |
| 21/5 |
| 21/5 |
Technique / Buckler Training | 16.30 |
| 29/5 |
| 29/5 |
| 29/5 |
| 29/5 |
Technique / Archery prowess | 16.00 |
| 28/5 |
| 28/5 |
| 28/5 |
| 28/5 |
Technique / Agility | 19.00 |
| 29/5 |
| 1/5 |
| 1/5 |
| 29/5 |
Cunning / Called Shots | 3.30 |
| 29/5 |
| 29/5 |
| 29/5 |
| 29/5 |
Technique / Archery - slings | 16.00 |
| 29/5 |
| 27/5 |
| 27/5 |
| 27/5 |
Technique / Shield offense | 15.70 |
| 23/5 |
| 23/5 |
| 23/5 |
| 22/5 |
Technique / Reflexes | 16.60 |
| 5/5 |
| 29/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 16.00 |
| 29/5 |
| 28/5 |
| 29/5 |
| 29/5 |
Technique / Marksmanship | 16.00 |
| 29/5 |
| 27/5 |
| 1/5 |
| 28/5 |
Generic Talents
Race / Dwarf | 1.80 |
| 29/5 |
| 29/5 |
| 29/5 |
| 29/5 |
Technique / Unarmed training | 16.40 |
| 29/5 |
| 29/5 |
| 27/5 |
| 27/5 |
Race / Battleborn | 14.60 |
| 29/5 |
| 29/5 |
| 29/5 |
| 29/5 |
Undead / Ghoul | 1.00 |
| 29/5 |
| 28/5 |
| 27/5 |
| 27/5 |
Spell / Stone alchemy | 1.00 |
| 21/5 |
| 27/5 |
| 24/5 |
| 16/5 |
Undead / Skeleton | 3.10 |
| 29/5 |
| 28/5 |
| 28/5 |
| 28/5 |
Technique / Conditioning | 16.30 |
| 27/5 |
| 29/5 |
| 27/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 29/5 |
| 29/5 |
| 29/5 |
| 29/5 |
Cunning / Survival | 1.30 |
| 29/5 |
| 29/5 |
| 29/5 |
| 29/5 |
Technique / Combat training | 15.70 |
| 29/5 |
| 25/5 |
| 21/5 |
| 29/5 |
| 0/5 |
| 29/5 |
| 0/5 |
Technique / Thuggery | 16.30 |
| 29/5 |
| 29/5 |
| 29/5 |
| 29/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Pace Yourself |
talent | Daunting Presence |
talent | Total Thuggery |
beneficial effect | Increases attack speed by 39%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
beneficial effect | The target is surrounded by a magical shield, absorbing 130/130 damage before it crumbles. Damage Shield |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | Infinite Dungeon Challenge (Level 319): Multiplicity Challenge |
beneficial effect | Has 32 throwing knives prepared: 32 KnivesRange: 9 Net Damage: 2803 - 3925 Accuracy: 233 (knife) APR: 638 Crit Chance: +1144% Crit mult: 985% Uses Stats: 40% Wil, 50% Str, 70% Dex |
beneficial effect | The target's skin turns to stone, granting 81 armour, 39% armour hardiness, 131 physical save and 131 spell save. Dwarven Resilience |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by newslinger. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by newslinger. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by newslinger. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the worried loremaster from death by newslinger. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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. | done |
Proceed directly to the next Infinite Dungeon level in less than 299 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 248): Rush Hour (299)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 249): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 250): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 251): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 252): Pacifist | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 253): Headhunter0 / 3 demon spawn killed. | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 254): Near SightedYou completed the challenge and received: Random Artifact: Glitterstrider (25 def, 36 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 255): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 256): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 257): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 258): ExterminatorYou completed the challenge and received: +6 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 50 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 259): Rush Hour (50)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 260): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 261): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 262): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 554 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 263): Rush Hour (554)Turns left: 90 You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 264): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 265): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 266): ExterminatorYou completed the challenge and received: Random Artifact: Filthspar (9-12 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 267): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 341 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 268): Rush Hour (341)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 152 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 269): Rush Hour (152)Turns left: 5 You completed the challenge and received: +6 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 270): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 271): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 89 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 272): Rush Hour (89)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 206 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 273): Rush Hour (206)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 341 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 274): Rush Hour (341)Turns left: 281 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 275): ExterminatorYou completed the challenge and received: +1 Prodigy Point | done |
Proceed directly to the next Infinite Dungeon level in less than 299 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 276): Rush Hour (299)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 221 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 277): Rush Hour (221)Turns left: -1 | failed |
Wake up and kill the dreaming horror boss 'Velevena the dreaming horror'. Infinite Dungeon Challenge (Level 278): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 279): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 280): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 281): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 282): Headhunter0 / 4 demon spawn killed. | failed |
Proceed directly to the next Infinite Dungeon level in less than 116 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 283): Rush Hour (116)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 284): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 285): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 286): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 767 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 287): Rush Hour (767)Turns left: 242 You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 288): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 289): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 308 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 290): Rush Hour (308)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 248 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 291): Rush Hour (248)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 292): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 293): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 191 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 294): Rush Hour (191)Turns left: 70 You completed the challenge and received: +6 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 295): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Gloruna the dreaming horror'. Infinite Dungeon Challenge (Level 296): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 53 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 297): Rush Hour (53)Turns left: -1 | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 299): MultiplicityTurns left: 0 You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 300): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 301): Near SightedYou completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 275 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 302): Rush Hour (275)Turns left: -1 | failed |
Wake up and kill the dreaming horror boss 'Zubewyn the dreaming horror'. Infinite Dungeon Challenge (Level 303): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 304): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 200 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 305): Rush Hour (200)Turns left: 105 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 306): Near SightedYou completed the challenge and received: +6 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 104 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 307): Rush Hour (104)Turns left: 26 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 308): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 309): Exterminator | failed |
Wake up and kill the dreaming horror boss 'Gloreramira the dreaming horror'. Infinite Dungeon Challenge (Level 310): Dream HunterYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 311): ExterminatorYou completed the challenge and received: +6 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 167 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 312): Rush Hour (167)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 313): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 314): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 315): ExterminatorYou completed the challenge and received: +6 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 316): Near SightedYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 317): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 318): ExterminatorYou completed the challenge and received: +6 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 319): MultiplicityTurns left: 99 | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 9465. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Inventory
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() 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 3 When wielded/worn: Effects on melee hit: * 47% chance to reduce strength, dexterity, and constitution by 28 * 47% chance to reduce all saves and defense by 62 Damage when hit (Melee): 14 arcane Changes stats: +7 Cun Changes resistances: +51% acid / +47% blight Changes resistances penetration: +58% cold / +58% mind / +58% arcane Changes damage: +45% blight / +39% cold / +33% arcane / +63% mind Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +71 (+7 eff.) Armour penetration: +15 Defense: +40 (+5 eff.) Damage when hit (Melee): 16 physical Changes stats: +19 Con Changes resistances: +14% light / +14% darkness Changes resistances penetration: +40% lightning / +50% darkness Changes damage: +24% lightning / +48% fire / +54% physical Physical save: +42 (+4 eff.) Blindness immunity: +26% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes damage: +13% blight / +9% physical / +13% fire Critical mult.: +18.00% Spellpower: +13 (+3 eff.) Combat speed: +10% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 2 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +5 Physical power: +53 (+5 eff.) Damage when hit (Melee): 17 arcane Changes stats: +5 Con Changes resistances: +15% darkness / +26% temporal / +15% nature / +41% mind Changes resistances penetration: +25% arcane Changes damage: +15% mind / +15% arcane Silence immunity: +35% Stamina each turn: +5.38 Maximum stamina: +50.00 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +71 (+9 eff.) Effects on melee hit: * 47% chance to slow global speed by 94% * 47% chance to reduce armor by 38% Damage when hit (Melee): 22 lightning / 18 nature / 22 light Changes resistances: +24% blight / +27% mind / +33% darkness / +32% nature Changes resistances penetration: +40% lightning Changes damage: +16% nature / +57% lightning Physical save: +27 (+3 eff.) Disarm immunity: +47% Pinning immunity: +47% Light radius: +7 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% blight / +24% nature / +20% light Changes damage: +12% nature Disarm immunity: +20% Life regen: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
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![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +13 (+2 eff.) Changes stats: +5 Con Spell save: +18 (+2 eff.) Maximum stamina: +34.00 Movement speed: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 8 cooldown : Effective talent level: 89.7 Power cost: 8 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 192% for 5 turns. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Defense: +45 (+6 eff.) Effects on melee hit: * 45% chance to slow global speed by 94% Changes stats: +9 Wil Changes resistances: +21% acid / +9% physical / +36% light Changes resistances penetration: +40% acid / +35% mind Changes damage: +18% light / +24% acid Mindpower: +68 (+9 eff.) Mental crit. chance: +14% Light radius: +6 See invisible: +45 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +5 Physical crit. chance: +7.0% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +11 Dex / +8 Mag / +8 Wil / +3 Con Changes resistances: +36% light / +6% lightning Changes resistances penetration: +25% light / +10% physical Changes damage: +18% light / +18% temporal Spell save: +20 (+2 eff.) Only die when reaching: -60.00 life Maximum stamina: +27.00 Spellpower: +15 (+4 eff.) Rings make your fingers look great! |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 51.5 - 67.0 Uses stats: 40% Wil, 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +20 darkness When wielded/worn: Accuracy: +23 (+3 eff.) Physical crit. chance: +4.0% Changes stats: +32 Str / +12 Dex / +13 Mag / +10 Wil / +9 Cun / +13 Con Changes resistances: +15% acid / +9% fire / +5% arcane / +6% temporal Changes damage: +27% physical Physical save: +3 (+1 eff.) Spell save: +9 (+1 eff.) Stamina each turn: +2.00 Sharp, short and deadly. |
![]() Requires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Attack speed: 118% Firing range: +10 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Dex / +20 Wil Changes resistances penetration: +20% nature / +20% physical Changes damage: +30% nature / +30% physical Mental crit. chance: +15% In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * 57% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +56 cold Damage (radius 2) on crit: +107 fire When wielded/worn: Effects on ranged hit: * 57% chance to reduce all saves and defense by 62 Damage when hit (Melee): 16 cold Changes stats: +8 Mag Changes resistances: +24% cold Changes resistances penetration: +55% blight / +38% fire Changes damage: +30% blight / +36% temporal Critical mult.: +40.00% Equilibrium when hit: +0.76 Mana when firing critical spell: +5.78 Hate when firing a critical mind attack: +14.44 Maximum hate: +22.00 Spellpower: +55 (+14 eff.) Spell crit. chance: +17% Global speed: +16% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +200% Damage (Ranged): +30 nature / +24 acid Damage (radius 1) on hit: +8 acid Damage (radius 2) on crit: +126 fire When wielded/worn: Effects on ranged hit: * 47% chance to slow global speed by 94% Changes stats: +11 Cun / +2 Wil Changes resistances: +9% nature / +9% light Changes resistances penetration: +10% acid / +30% fire / +15% nature Changes damage: +15% mind Spell save: +9 (+1 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.04 Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Global speed: +13% Combat speed: +10% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Base power: 52.0 - 72.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Base power: 52.0 - 72.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +200% Damage (radius 2) on crit: +20 mind When wielded/worn: Changes stats: +24 Wil / +13 Cun / +15 Con Changes resistances: +6% lightning Changes resistances penetration: +15% lightning / +10% physical / +10% mind Maximum life: +110.00 Mindpower: +15 (+2 eff.) Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. This item has been sent to the Item's Vault. |
![]() Requires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 118% Firing range: +10 When wielded/worn: Changes stats: +11 Cun / +12 Dex Changes damage: +20% lightning / +15% physical Damage affinity(heal): +20% lightning Talents cooldown: Swift Shot (-1 turn) Hurricane Shot (-2 turns) Movement speed: +15% Chance to avoid any damage: +8% When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 4 power out of 16/16) : Effective talent level: 104.5 Power cost: 4 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 648% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Travel speed: +470% Damage (radius 2) on crit: +44 physical When wielded/worn: Physical power: +82 (+8 eff.) Changes stats: +4 Str / +8 Mag Changes resistances: +27% lightning Changes resistances penetration: +35% acid Changes damage: +42% mind / +33% lightning Only die when reaching: -180.00 life Maximum stamina: +70.55 See invisible: +36 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 39 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 94% Changes stats: +4 Dex / +3 Cun / +5 Lck Changes resistances: +3% fire / +12% darkness / +5% arcane Trap disarming bonus: +7 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
![]() Requires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +8 Damage when hit (Melee): 4 nature Changes stats: +4 Dex / +3 Mag / +13 Wil / +7 Cun Changes resistances: +6% acid / +6% light / +10% fire / +10% lightning / +10% cold Changes resistances penetration: +5% light Damage against: +45% Summoned Reduced damage from: +37% Summoned Life regen: +3.60 Stamina each turn: +3.00 Light radius: +3 Infravision radius: +4 See invisible: +6 Healing mod.: +30% A belt that goes around your waist. This item has been sent to the Item's Vault. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 47% chance to slow global speed by 94% Damage when hit (Melee): 23 lightning / 16 mind / 23 nature Changes resistances: +45% lightning / +47% light / +24% nature Changes damage: +71% nature / +27% lightning Spell save: +11 (+1 eff.) Light radius: +7 Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 32% chance to reduce armor by 38% Changes resistances: +5% physical / +27% light / +18% temporal Changes resistances penetration: +25% physical Physical save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Stamina each turn: +4.81 Maximum life: +100.00 Spellpower: +12 (+3 eff.) Healing mod.: +20% A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +13 Defense: +3 (+1 eff.) Changes stats: +11 Mag / +11 Wil Changes resistances: +6% blight / +29% cold Reduces incoming crit damage: 20.29% Spell save: +26 (+3 eff.) Cut immunity: +27% Only die when reaching: -100.00 life Maximum mana: +145.00 Light radius: +1 Healing mod.: +15% 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 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +11 Wil / +5 Cun / +8 Con Changes resistances penetration: +30% darkness / +20% temporal Critical mult.: +52.06% Physical save: +15 (+2 eff.) Stamina each turn: +4.81 Maximum hate: +8.00 Maximum psi: +60.00 Mindpower: +48 (+6 eff.) Mental crit. chance: +8% Defense after a teleport: +24 Resist all after a teleport: +24% New effects duration reduction after a teleport: +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Level 15 Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +7 (+1 eff.) Damage when hit (Melee): 2 light Changes stats: +2 Str Changes resistances: +9% light Changes resistances penetration: +10% physical Changes damage: +6% light Physical save: +7 (+1 eff.) Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
![]() 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 10 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +7 Defense: +75 (+9 eff.) Damage when hit (Melee): 22 physical Changes stats: +9 Str / +3 Mag / +3 Wil / +10 Con Changes resistances: +27% mind / +18% cold Changes resistances penetration: +55% temporal / +50% physical Stamina each turn: +7.00 Only die when reaching: -196.12 life Maximum stamina: +73.55 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +18 Defense: +13 (+2 eff.) Changes resistances: +22% cold Physical save: +16 (+2 eff.) Spell save: +19 (+2 eff.) Mental save: +19 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +24 Defense: +50 (+6 eff.) Fatigue: +3% Changes stats: +9 Str / +7 Cun / +6 Con Changes resistances: +48% nature / +30% lightning Changes resistances penetration: +60% mind / +45% physical Changes damage: +42% physical Physical save: +33 (+3 eff.) Stamina each turn: +7.22 Psi when hit: +0.44 Hate when firing a critical mind attack: +10.00 Maximum psi: +70.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +28 Defense: +35 (+5 eff.) Fatigue: +3% Damage when hit (Melee): 10 arcane Changes resistances: +24% acid / +7% arcane / +22% mind Changes damage: +42% darkness Reduces incoming crit damage: 20.00% Life regen: +5.91 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +60 (+6 eff.) Physical crit. chance: +18.8% Armour: +22 Defense: +12 (+2 eff.) Fatigue: +3% Changes stats: +7 Con Changes resistances: +27% darkness / +8% physical Changes resistances penetration: +58% darkness / +35% light Changes damage: +30% physical Stamina each turn: +7.07 Only die when reaching: -160.00 life Maximum stamina: +70.68 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 6 cooldown : Effective talent level: 5.9 Power cost: 6 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 46% chance to evade melee and ranged attacks and 135 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +9.0% Armour: +3 Defense: +35 (+5 eff.) Fatigue: +2% Damage when hit (Melee): 14 acid / 20 physical Changes stats: +3 Str / +7 Mag / +13 Wil / +7 Cun / +3 Con Changes resistances: +33% light Changes resistances penetration: +58% light Physical save: +21 (+2 eff.) Mental save: +30 (+4 eff.) Stamina each turn: +7.00 Psi when hit: +0.28 Maximum mana: +180.00 Spell crit. chance: +9% Mindpower: +45 (+6 eff.) It can be used to activate talent Rush, placing all other charms into a 5 cooldown : Effective talent level: 57.1 Power cost: 5 out of 25/25. Range: 14 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +15 Damage when hit (Melee): 12 fire Changes stats: +13 Lck / +14 Dex Changes resistances: +12% lightning / +8% physical / +12% mind Changes resistances penetration: +25% physical Changes damage: +12% light Stealth bonus: +15 Physical save: +21 (+2 eff.) Stamina each turn: +4.00 A pair of boots made of leather. This item has been sent to the Item's Vault. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +49 (+5 eff.) Armour: +23 Fatigue: +4% Changes stats: +2 Str / +5 Wil / +9 Con Changes resistances: +15% acid / +14% fire / +24% lightning / +15% cold Changes resistances penetration: +10% physical Changes damage: +9% physical Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Stamina each turn: +3.00 Maximum stamina: +49.93 Mindpower: +9 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 5 cooldown : Effective talent level: 4.5 Power cost: 5 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 183% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 187 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Defense: +25 (+3 eff.) Damage (Melee): 20 temporal Damage (Ranged): 20 temporal Changes resistances: +21% lightning / +31% temporal / +27% light / +15% blight / +8% arcane / +7% physical Changes resistances penetration: +42% nature Changes damage: +12% acid / +9% temporal Only die when reaching: -80.00 life When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +22 Armour Hardiness: +13% Changes stats: +4 Str / +5 Wil / +15 Con Changes resistances: +12% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +43% When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Disarm (10% chance level 5). 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. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +35 (+5 eff.) Fatigue: +4% Changes resistances: +9% physical / +29% darkness / +9% blight / +11% fire / +12% mind / +10% cold Reduces incoming crit damage: 22.25% Spell save: +26 (+3 eff.) Cut immunity: +29% Disarm immunity: +29% Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +22% acid / +21% darkness Changes resistances penetration: +25% light / +20% lightning Changes damage: +15% acid / +18% darkness / +32% lightning A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 3 power out of 30/30) : Effective talent level: 2.5 Power cost: 3 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 375.85 to 1127.55 lightning damage (751.70 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+2 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +11 Defense: +11 (+2 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 38% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 acid Changes stats: +8 Cun / +10 Wil Changes resistances: +15% blight / +15% darkness / +6% lightning Changes resistances penetration: +10% acid / +35% cold / +10% darkness Changes damage: +12% lightning / +21% cold / +6% darkness / +24% acid Mental save: +13 (+2 eff.) Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +6 Armour: +17 Defense: +40 (+5 eff.) Fatigue: +3% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances penetration: +20% darkness Critical mult.: +25.00% Mental save: +24 (+3 eff.) Maximum hate: +13.53 Mindpower: +25 (+3 eff.) A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +45 (+5 eff.) Armour: +5 Defense: +35 (+5 eff.) Fatigue: +5% Damage when hit (Melee): 18 fire Changes resistances: +14% physical / +30% fire / +15% nature / +14% cold Changes resistances penetration: +25% nature Physical save: +15 (+2 eff.) Maximum stamina: +50.00 Light radius: +5 A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+2 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+2 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +67 (+7 eff.) Armour penetration: +14 Armour: +24 Defense: +45 (+6 eff.) Fatigue: +4% Effects on melee hit: * 45% chance to reduce armor by 38% Changes stats: +31 Str / +4 Dex / +4 Cun Changes resistances penetration: +40% arcane Changes damage: +33% arcane / +33% acid Maximum stamina: +67.95 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +43 Fatigue: +5% Effects on melee hit: * 48% chance to reduce damage dealt by 49% Changes resistances: +48% blight Changes resistances penetration: +60% light Reduces incoming crit damage: 36.16% Physical save: +43 (+4 eff.) Spell save: +21 (+2 eff.) Cut immunity: +48% Pinning immunity: +48% Only die when reaching: -192.83 life Infravision radius: +2 Defense after a teleport: +36 Resist all after a teleport: +36% New effects duration reduction after a teleport: +36% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Shield usage training - Cunning 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +75 Damage Shield penetration (this weapon only): +68% When wielded/worn: Accuracy: +16 (+2 eff.) Armour: +60 Fatigue: +8% Damage when hit (Melee): 16 mind Changes stats: +21 Str / +15 Dex Changes resistances: +33% light / +33% fire Talent granted: +1 Block Critical mult.: +30.00% Equilibrium when hit: +0.36 Maximum life: +227.38 Mental crit. chance: +8% Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 86.0 - 103.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +7 Crit. chance: +5.0% Block value: +274 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +24 cold When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +3 Physical crit. chance: +13.0% Physical power: +15 (+2 eff.) Armour: +43 Fatigue: +8% Effects on melee hit: * 20% chance to reduce all saves and defense by 62 Damage when hit (Melee): 4 mind On shield block: * Deals 383 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Dex / +6 Wil Changes resistances: +18% physical / +15% mind / +17% cold Changes resistances penetration: +30% physical Talent granted: +1 Block Maximum stamina: +20.00 Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.5 - 58.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +14.5% Block value: +226 When wielded/worn: Armour: +43 Defense: +70 (+9 eff.) Fatigue: +8% Changes stats: +9 Str Changes resistances: +30% fire / +26% physical Changes resistances penetration: +40% mind / +59% physical Changes damage: +21% darkness / +39% fire Talent granted: +1 Block Critical mult.: +47.29% Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +113 When wielded/worn: Physical power: +70 (+7 eff.) Armour: +37 Defense: +70 (+9 eff.) Fatigue: +8% Effects on melee hit: * 47% chance to reduce damage dealt by 49% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +11 Con Changes resistances: +12% temporal Changes resistances penetration: +59% mind Changes damage: +30% arcane Talent granted: +1 Block Physical save: +33 (+3 eff.) Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.0 - 78.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +434 When wielded/worn: Armour: +55 Fatigue: +8% Damage (Melee): 20 lightning Damage when hit (Melee): 21 lightning Changes stats: +9 Cun / +9 Con Changes resistances: +13% acid / +6% light / +13% cold / +13% fire / +10% arcane / +13% lightning Talent granted: +1 Block Reduces incoming crit damage: 35.00% Physical save: +39 (+4 eff.) Spell save: +9 (+1 eff.) Poison immunity: +30% Life regen: +4.00 Maximum life: +40.00 Light radius: +2 Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 48 Infused by nature Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.5 - 78.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +14.0% Block value: +299 On weapon hit: * 20% chance to reduce all saves and defense by 62 * Deal physical damage equal to your armor (367) Damage (Melee): +30 physical When wielded/worn: Accuracy: +30 (+3 eff.) Physical crit. chance: +2.0% Physical power: +20 (+2 eff.) Armour: +36 Fatigue: +8% Changes stats: +6 Wil Changes resistances: +19% blight / +20% physical / +19% nature / +9% darkness Changes damage: +6% darkness / +12% mind Talent granted: +1 Block Physical save: +18 (+2 eff.) Stamina each turn: +4.00 Only die when reaching: -40.00 life Slows Projectiles: +33% Bonus block near projectiles: +110 Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +11.0% Block value: +139 Damage (Melee): +14 acid / +32 lightning Damage (radius 1) on hit: +49 light Damage (radius 2) on crit: +40 lightning When wielded/worn: Armour: +34 Defense: +45 (+6 eff.) Fatigue: +8% Effects when hit in melee: * 14% chance to reduce armor by 38% Changes stats: +10 Mag / +12 Cun / +14 Con Changes resistances: +14% acid Changes damage: +33% mind / +48% lightning Talent granted: +1 Block Critical mult.: +35.00% Maximum stamina: +70.00 Maximum hate: +16.00 Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 48 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 75.0 - 90.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +330 On weapon hit: * 45 arcane resource burn On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 light Damage (radius 1) on hit: +12 light When wielded/worn: Physical crit. chance: +12.0% Physical power: +15 (+2 eff.) Armour: +22 Fatigue: +8% Damage when hit (Melee): 6 mind / 4 cold Changes stats: +7 Con Changes resistances: +12% nature / +51% fire Changes resistances penetration: +10% mind Changes damage: +6% cold Talent granted: +1 Block Physical save: +15 (+2 eff.) Equilibrium when hit: +0.24 Maximum psi: +20.00 Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 42.5 - 51.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +287 Damage (radius 1) on hit: +25 blight When wielded/worn: Armour: +37 Fatigue: +8% Changes stats: +16 Con Talent granted: +1 Block Physical save: +13 (+1 eff.) Spell save: +22 (+3 eff.) Pinning immunity: +25% Stamina each turn: +3.77 Maximum life: +120.00 Healing mod.: +25% Handheld deflection devices. This item has been sent to the Item's Vault. |
![]() Requires: - Shield usage training - Cunning 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.0 - 76.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +21.0% Block value: +265 When wielded/worn: Armour: +32 Defense: +44 (+6 eff.) Fatigue: +8% Changes stats: +5 Cun Changes resistances: +15% cold / +25% physical Talent granted: +1 Block Reduces incoming crit damage: 22.45% Physical save: +26 (+3 eff.) Stamina each turn: +4.00 Handheld deflection devices. This item has been sent to the Item's Vault. |
![]() Requires: - Shield usage training - Cunning 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.5 - 83.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +356 When wielded/worn: Armour penetration: +6 Physical power: +12 (+1 eff.) Armour: +47 Fatigue: +8% Damage when hit (Melee): 34 darkness Changes stats: +9 Str Changes resistances: +15% lightning / +27% fire Changes resistances penetration: +44% arcane Changes damage: +27% blight / +9% all Grants telepathy: Demon/Major Demon/Minor Talent granted: +1 Block Reduces incoming crit damage: 25.00% Stamina each turn: +5.38 Only die when reaching: -100.00 life Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.0 - 75.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +285 Damage (Melee): +12 arcane / +27 physical When wielded/worn: Armour: +20 Fatigue: +8% Damage when hit (Melee): 4 mind Changes stats: +4 Str / +10 Wil / +3 Cun / +7 Con Changes resistances: +25% cold / +6% mind / +20% physical Changes resistances penetration: +15% arcane / +35% temporal Changes damage: +12% arcane Talent granted: +1 Block Physical save: +12 (+1 eff.) Slows Projectiles: +40% Bonus block near projectiles: +110 Handheld deflection devices. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.5 - 98.7 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +40.0% Capacity: 23 On weapon hit: * 47% chance to reduce damage dealt by 49% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Travel speed: +472% Damage Shield penetration (this weapon only): +70% Damage (Ranged): +44 cold Damage (radius 1) on hit: +36 lightning When wielded/worn: Ammo reloads per turn: +9 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 When used as an alchemist bomb: Bomb damage +5% 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 When used as an alchemist bomb: Bomb damage +15% 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 When used as an alchemist bomb: Mana regain 20 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 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Bomb damage +10% 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 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes stats: +7 Str / +6 Mag Changes resistances: +12% lightning Changes resistances penetration: +20% light / +25% temporal Changes damage: +6% lightning / +6% temporal / +18% light / +30% mind Maximum mana: +53.00 Spell crit. chance: +10% Infravision radius: +3 Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 5 cooldown : Effective talent level: 57.1 Power cost: 5 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +545 accuracy and allowing you to attack creatures you cannot see without penalty for the next 7 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +10 Physical power: +10 (+1 eff.) Effects on melee hit: * 29 arcane resource burn Changes stats: +10 Str / +10 Dex Changes resistances penetration: +37% physical Changes damage: +12% light Physical save: +24 (+2 eff.) Stamina each turn: +4.47 Only die when reaching: -119.20 life Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +8 (+1 eff.) Changes stats: +8 Str Changes resistances: +7% physical / +12% temporal / +18% fire Changes resistances penetration: +20% cold / +30% physical Critical mult.: +43.06% Reduces incoming crit damage: 20.29% Physical save: +24 (+2 eff.) Mental save: +15 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Requires: - Level 15 Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +10.0% Physical power: +8 (+1 eff.) Damage when hit (Melee): 10 darkness Changes stats: +2 Str / +6 Wil Changes damage: +12% darkness Critical mult.: +16.00% Mental save: +21 (+3 eff.) Disarm immunity: +27% Pinning immunity: +27% Only die when reaching: -100.00 life Maximum stamina: +41.35 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage 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 When used as an alchemist bomb: Slows by 17% 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 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 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 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 16 power out of 150/150) : Effective talent level: 5.5 Power cost: 16 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 86.31 cold damage and 86.31 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Wil / +6 Cun / +6 Con Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.50 Wild-gift / Antimagic Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Light radius: +6 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(154 power, based on Willpower) Activation costs 2 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +2 Str / +2 Dex / +2 Wil / +2 Con Changes resistances: +6% lightning / +19% temporal / +15% darkness / +10% cold / +6% acid Changes resistances penetration: +15% all Changes damage: +6% blight Mental save: +15 (+2 eff.) Disease immunity: +30% Cut immunity: +10% Teleport immunity: +20% Only die when reaching: -20.00 life Light radius: +7 See stealth: +25 See invisible: +37 Defense after a teleport: +45 Resist all after a teleport: +44% New effects duration reduction after a teleport: +47% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Requires: - Level 35 Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 14 mind / 8 arcane Changes resistances penetration: +35% lightning / +37% mind Changes damage: +44% lightning / +12% cold / +27% arcane Critical mult.: +29.66% Mental crit. chance: +3% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 4 power out of 25/25) : Effective talent level: 4.5 Power cost: 4 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 39 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb 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 arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 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% When used as an alchemist bomb: Life regen 10% of max life 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% When used as an alchemist bomb: Additional 40 fire damage 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% When used as an alchemist bomb: Life regen 5% of max life 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 When used as an alchemist bomb: Bomb damage +20% 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 39 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. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 70.5 - 84.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +24.0% Capacity: 23 On weapon hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Travel speed: +469% Damage (Ranged): +8 mind / +24 physical Damage (radius 2) on crit: +32 physical When wielded/worn: Ammo reloads per turn: +9 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 56.0 - 67.2 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 On weapon hit: * 48% chance to reduce all saves and defense by 62 * 48% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 447 physical damage Damage Shield penetration (this weapon only): +72% Damage (Ranged): +40 physical / +48 blight / +48 mind Damage (radius 1) on hit: +48 light / +48 arcane Damage (radius 2) on crit: +48 mind / +48 light Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 69.5 - 83.4 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +21.0% Capacity: 23 On weapon hit: * 49% chance to reduce armor by 38% * 49% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 447 physical damage On weapon crit: * Wound the target dealing 526 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +32 acid / +40 physical / +8 darkness / +19 nature Damage (radius 1) on hit: +16 darkness / +28 acid Damage (radius 2) on crit: +28 darkness / +32 acid Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 78.5 - 94.2 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +13 Crit. chance: +31.0% Capacity: 23 On weapon hit: * 20 arcane resource burn On weapon crit: * Wound the target dealing 526 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +8 nature Damage (radius 1) on hit: +20 nature Damage (radius 2) on crit: +16 nature When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 64.5 - 77.4 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Capacity: 20 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +20 blight Damage (radius 2) on crit: +20 arcane Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 67.0 - 80.4 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +32.0% Capacity: 23 On weapon hit: * 47% chance to reduce damage dealt by 49% Travel speed: +472% Damage (Ranged): +47 physical / +44 darkness Damage (radius 2) on crit: +47 darkness / +47 cold When wielded/worn: Ammo reloads per turn: +9 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 82.5 - 99.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +22.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 447 physical damage On weapon crit: * Wound the target dealing 526 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 lightning / +37 physical / +16 mind / +12 nature / +8 temporal Damage (radius 1) on hit: +16 nature / +8 lightning Damage (radius 2) on crit: +16 lightning / +24 temporal / +32 mind Shots are used with slings to pummel your foes to death. |
Item Vault (Portable) Item Vault (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: vault / vault It can be used to access item vault Activation costs 1 power out of 0/1. A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
![]() 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 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 When used as an alchemist bomb: Bomb damage +25% 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 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns 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 When used as an alchemist bomb: Lights terrain (power 100) 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% When used as an alchemist bomb: Additional 10 physical repulsion damage 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% When used as an alchemist bomb: 10% chance to stun for 2 turns 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% When used as an alchemist bomb: Lights terrain (power 10) 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 When used as an alchemist bomb: Bomb thrown range +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: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By newslinger the Skeleton Skirmisher level 68
36th Haze 122nd year of Ascendancy at 09:10 see stats
By newslinger the Skeleton Skirmisher level 95
18th Regrowth 123rd year of Ascendancy at 17:18 see stats
By newslinger the Skeleton Skirmisher level 65
14th Dusk 122nd year of Ascendancy at 03:40 see stats
By newslinger the Skeleton Skirmisher level 104
34th Regrowth 123rd year of Ascendancy at 03:49 see stats
By newslinger the Skeleton Skirmisher level 75
80th Haze 122nd year of Ascendancy at 22:21 see stats
By newslinger the Skeleton Skirmisher level 164
6th Flare 123rd year of Ascendancy at 11:31 see stats
By newslinger the Skeleton Skirmisher level 70
73rd Haze 122nd year of Ascendancy at 07:06 see stats
By newslinger the Skeleton Skirmisher level 141
50th Pyre 123rd year of Ascendancy at 14:37 see stats
By newslinger the Skeleton Skirmisher level 163
78th Pyre 123rd year of Ascendancy at 16:17 see stats
By newslinger the Skeleton Skirmisher level 236
42nd Dusk 123rd year of Ascendancy at 17:26 see stats
By newslinger the Skeleton Skirmisher level 116
64th Regrowth 123rd year of Ascendancy at 17:21 see stats
By newslinger the Skeleton Skirmisher level 69
39th Haze 122nd year of Ascendancy at 15:50 see stats
By newslinger the Skeleton Skirmisher level 61
13rd Dusk 122nd year of Ascendancy at 08:41 see stats
By newslinger the Skeleton Skirmisher level 160
51st Pyre 123rd year of Ascendancy at 22:44 see stats
By newslinger the Skeleton Skirmisher level 44
3rd Dusk 122nd year of Ascendancy at 15:28 see stats
By newslinger the Skeleton Skirmisher level 87
9th Regrowth 123rd year of Ascendancy at 15:42 see stats
By newslinger the Skeleton Skirmisher level 125
46th Pyre 123rd year of Ascendancy at 04:38 see stats
By newslinger the Skeleton Skirmisher level 117
64th Regrowth 123rd year of Ascendancy at 18:46 see stats
By newslinger the Skeleton Skirmisher level 101
29th Regrowth 123rd year of Ascendancy at 10:52 see stats
By newslinger the Skeleton Skirmisher level 248
45th Dusk 123rd year of Ascendancy at 20:59 see stats
By newslinger the Skeleton Skirmisher level 49
4th Dusk 122nd year of Ascendancy at 18:35 see stats
By newslinger the Skeleton Skirmisher level 80
80th Haze 122nd year of Ascendancy at 22:36 see stats
By newslinger the Skeleton Skirmisher level 270
55th Dusk 123rd year of Ascendancy at 06:47 see stats
By newslinger the Skeleton Skirmisher level 218
38th Dusk 123rd year of Ascendancy at 01:42 see stats
By newslinger the Skeleton Skirmisher level 10
5th Mirth 122nd year of Ascendancy at 17:10 see stats
By newslinger the Skeleton Skirmisher level 20
3rd Summertide 122nd year of Ascendancy at 01:56 see stats
By newslinger the Skeleton Skirmisher level 30
8th Flare 122nd year of Ascendancy at 03:35 see stats
By newslinger the Skeleton Skirmisher level 40
1st Dusk 122nd year of Ascendancy at 18:59 see stats
By newslinger the Skeleton Skirmisher level 50
11st Dusk 122nd year of Ascendancy at 03:56 see stats
By newslinger the Skeleton Skirmisher level 165
9th Dusk 123rd year of Ascendancy at 15:14 see stats
By newslinger the Skeleton Skirmisher level 122
45th Pyre 123rd year of Ascendancy at 17:10 see stats
By newslinger the Skeleton Skirmisher level 42
3rd Dusk 122nd year of Ascendancy at 05:56 see stats
By newslinger the Skeleton Skirmisher level 103
31st Regrowth 123rd year of Ascendancy at 00:12 see stats
By newslinger the Skeleton Skirmisher level 42
2nd Dusk 122nd year of Ascendancy at 12:48 see stats
By newslinger the Skeleton Skirmisher level 22
3rd Flare 122nd year of Ascendancy at 10:46 see stats
By newslinger the Skeleton Skirmisher level 19
2nd Summertide 122nd year of Ascendancy at 16:16 see stats
By newslinger the Skeleton Skirmisher level 70
39th Haze 122nd year of Ascendancy at 17:20 see stats
By newslinger the Skeleton Skirmisher level 152
51st Pyre 123rd year of Ascendancy at 22:44 see stats
By newslinger the Skeleton Skirmisher level 34
10th Flare 122nd year of Ascendancy at 04:00 see stats
By newslinger the Skeleton Skirmisher level 9
4th Mirth 122nd year of Ascendancy at 13:23 see stats
By newslinger the Skeleton Skirmisher level 123
45th Pyre 123rd year of Ascendancy at 17:18 see stats
By newslinger the Skeleton Skirmisher level 165
20th Dusk 123rd year of Ascendancy at 11:09 see stats
By newslinger the Skeleton Skirmisher level 160
51st Pyre 123rd year of Ascendancy at 22:44 see stats
By newslinger the Skeleton Skirmisher level 31
8th Flare 122nd year of Ascendancy at 16:10 see stats
By newslinger the Skeleton Skirmisher level 85
4th Regrowth 123rd year of Ascendancy at 07:50 see stats
By newslinger the Skeleton Skirmisher level 40
1st Dusk 122nd year of Ascendancy at 22:13 see stats
By newslinger the Skeleton Skirmisher level 27
5th Flare 122nd year of Ascendancy at 14:18 see stats
By newslinger the Skeleton Skirmisher level 62
13rd Dusk 122nd year of Ascendancy at 18:55 see stats
Log
Islebeth the golem uses Knockback.
Islebeth the golem misses newslinger.
Today is the 68th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Newslinger's ice storm area effect hits Islebeth the golem for (179 flat reduction), 521 cold (521 total damage).
The shield around newslinger crumbles.
Automatic use of talent Rush skipped: cooldown too low (0).
Newslinger casts Rune: Shielding.
A shield forms around newslinger.
Newslinger uses Ghoulish Leap.
Automatic use of talent Rush skipped: cooldown too low (0).
Newslinger uses Ghoulish Leap.