











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Elkan's Infinite Dungeon Tweaks 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead Stats uncapper for Infinite Dungeon 1.7.4 Master world 1.7.4This mod is designed to complete the game at the highest difficulty level. The mod does not affect the game experience of battles with monsters, it only adds the opportunity to become stronger for money. Every merchant in the world offers the player to learn new talent mastery, undergo special training, or create powerful artifacts. Each trader has their own requirements for the level of the player and pricing policy. Mod features Talents manipulation: Special training: Artifactors: Travel in world: Other: Somehow :) Disable Challenge 1.7.6Disable Pacifist and Headhunter challenges. Portable Item Vault 1.7.4Add a portable item vault to your inventory! Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) Experienced Adventurer 1.7.2Since these adventuers are experienced enough, they are familiar with staff combat, mindstar mastery and combat training. 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 Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. Decently Generous Levels 1.7.4Is Slightly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Very Crafty Hands 1.7.4Changes the Crafty Hands prodigy to allow imbuing into any item. This is probably not balanced at all and just exists as a proof of concept. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. 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. Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Long Range Bows 1.7.6Increase range of all Bows to 11 grids. Yeeks Forever 1.7.6With this, the die-or-die situation is avoided when yeeks win the game, nothing else. Only sure to work with exact versions (see below), since the final chat is just replaced, checking for "NoMoreYeekSacrifice" instead of "Yeek". 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 Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Berserker gets thuggery 1.7.6Berserker starts with the thuggery category. 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. Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. 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. 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 Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. Dual-Classes Reworked by AscendingPhoenix 1.7.4Allows the player to pick two classes, but the difficulty scales upward. (Original by StarKeep, modded by Raenarill). In order to activate this addon, look at your Game Options for a new tab. Steel Monk Evolution for Brawler (Cider Fork) 1.7.0(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk ) Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. Adventurer Buff Addon 1.7.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Long Range Slings 1.7.6Makes all sling ranges longer. |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Battleborn |
Class | White Monk (Way of the Flying Arrow) |
Level / Exp | 190 / 54% |
Size | big |
Lifes / Deaths | Killed by Yvilrata the white ooze at level 26 on the 5th Mirth 122nd year of Ascendancy at 21:25 / 38Killed by Salivea the elven corruptor at level 29 on the 7th Mirth 122nd year of Ascendancy at 05:39 Killed by Mayedheta the elven guard at level 30 on the 7th Mirth 122nd year of Ascendancy at 08:30 Killed by Xeryma the elven tempest at level 33 on the 7th Mirth 122nd year of Ascendancy at 20:55 Killed by Xeryma the elven tempest at level 33 on the 7th Mirth 122nd year of Ascendancy at 21:18 Killed by Belymira the elven cultist at level 33 on the 7th Mirth 122nd year of Ascendancy at 21:23 Killed by elven blood mage at level 33 on the 7th Mirth 122nd year of Ascendancy at 21:26 Killed by Belymira the elven cultist at level 33 on the 7th Mirth 122nd year of Ascendancy at 22:57 Killed by elven blood mage at level 33 on the 7th Mirth 122nd year of Ascendancy at 23:20 Killed by Xeryma the elven tempest at level 33 on the 7th Mirth 122nd year of Ascendancy at 23:43 Killed by Belymira the elven cultist at level 33 on the 8th Mirth 122nd year of Ascendancy at 00:19 Killed by Xeronne the elven corruptor at level 33 on the 8th Mirth 122nd year of Ascendancy at 00:36 Killed by Belymira the elven cultist at level 33 on the 8th Mirth 122nd year of Ascendancy at 01:00 Killed by Xeryma the elven tempest at level 33 on the 8th Mirth 122nd year of Ascendancy at 01:35 Killed by Belymira the elven cultist at level 33 on the 8th Mirth 122nd year of Ascendancy at 01:51 Killed by Xeryma the elven tempest at level 33 on the 8th Mirth 122nd year of Ascendancy at 02:22 Killed by Xeryma the elven tempest at level 33 on the 8th Mirth 122nd year of Ascendancy at 02:45 Killed by Belymira the elven cultist at level 33 on the 8th Mirth 122nd year of Ascendancy at 03:09 Killed by Belymira the elven cultist at level 33 on the 8th Mirth 122nd year of Ascendancy at 03:40 Killed by Xeryma the elven tempest at level 33 on the 8th Mirth 122nd year of Ascendancy at 04:24 Killed by Xeryma the elven tempest at level 35 on the 8th Mirth 122nd year of Ascendancy at 06:00 Killed by Xeryma the elven tempest at level 35 on the 8th Mirth 122nd year of Ascendancy at 06:03 Killed by Xeryma the elven tempest at level 35 on the 8th Mirth 122nd year of Ascendancy at 06:44 Killed by Xeryma the elven tempest at level 35 on the 8th Mirth 122nd year of Ascendancy at 06:54 Killed by Doomed Shade of claytu_wmonk_bborn at level 98 on the 70th Haze 122nd year of Ascendancy at 12:53 Killed by Doomed Shade of claytu_wmonk_bborn at level 98 on the 70th Haze 122nd year of Ascendancy at 12:55 Killed by Doomed Shade of claytu_wmonk_bborn at level 98 on the 70th Haze 122nd year of Ascendancy at 12:56 Killed by Doomed Shade of claytu_wmonk_bborn at level 98 on the 70th Haze 122nd year of Ascendancy at 12:58 Killed by Betorevea the orc blood mage at level 126 on the 18th Regrowth 123rd year of Ascendancy at 11:13 Killed by Betorevea the orc blood mage at level 126 on the 18th Regrowth 123rd year of Ascendancy at 11:16 Killed by claytu_wmonk_bborn at level 127 on the 20th Regrowth 123rd year of Ascendancy at 07:01 Killed by Veleda the naga myrmidon at level 188 on the 23rd Pyre 123rd year of Ascendancy at 21:36 Killed by Veleda the naga myrmidon at level 188 on the 23rd Pyre 123rd year of Ascendancy at 21:38 Killed by Veleda the naga myrmidon at level 188 on the 23rd Pyre 123rd year of Ascendancy at 22:00 Killed by Veleda the naga myrmidon's temporal clone at level 188 on the 23rd Pyre 123rd year of Ascendancy at 22:03 Killed by Veleda the naga myrmidon at level 188 on the 23rd Pyre 123rd year of Ascendancy at 22:08 Killed by claytu_wmonk_bborn's temporal clone at level 188 on the 23rd Pyre 123rd year of Ascendancy at 23:36 Killed by claytu_wmonk_bborn at level 188 on the 24th Pyre 123rd year of Ascendancy at 00:16 |
Antimagic | Follower |
Primary Stats
Strength | 672 (base 188) |
Dexterity | 220 (base 188) |
Constitution | 809 (base 188) |
Magic | 194 (base 167) |
Willpower | 248 (base 176) |
Cunning | 237 (base 175) |
Resources
Life | 16599/16599 |
Mana | 2424/2424 |
Stamina | 1347/1347 |
Equilibrium | 50 |
Healing Factor | 2.5 |
Regeneration | 618.25298481787 |
Speed
Mental | +341.39991379938% |
Attack | +49.843093498212% |
Movement | +260.20003559072% |
Spell | +15% |
Global | +182.1613071969% |
Vision
Sight | 8 |
Lite | 20.858397360533 |
Infravision | 22 |
See Stealth | 44.242114366506 |
See Invisible | 62.242114366506 |
Offense: Mainhand
Damage | 2073 |
Accuracy | 178 |
Crit Chance | 564% |
APR | 525 |
Speed | 0.23 |
Offense: Barehand
Damage | 1340 |
Accuracy | 178 |
Crit Chance | 539% |
APR | 484 |
Speed | 0.18 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 100% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 154 |
Crit Chance | 100% |
Speed | 0.66736475913181 |
Offense: Damage Bonus
Acid | +139% |
Blight | +155% |
Arcane | +130% |
Cold | +118% |
All | +67% |
Darkness | +188% |
Physical | +153% |
Lightning | +104% |
Mind | +106% |
Fire | +205% |
Nature | +204% |
Offense: Damage Penetration
Acid | +46% |
Blight | +96% |
Arcane | +25% |
Cold | +46% |
All | 0% |
Lightning | +46% |
Physical | +701% |
Darkness | +46% |
Fire | +118% |
Nature | +46% |
Defense: Base
Armour (hardiness) | 827.04057326008 (100%) |
Defense | 218 |
Ranged Defense | 218 |
Fatigue | 0 |
Physical Save | 178 |
Spell Save | 214 |
Mental Save | 136 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 80%( 80%) |
Arcane | + 80%( 80%) |
Cold | + 70%( 70%) |
All | +394%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 95% |
Teleport Resistance | 100% |
Blind Resistance | 86% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Archery - bows | 22.60 |
| 19/5 |
| 19/5 |
| 19/5 |
| 19/5 |
Technique / Finishing moves | 23.80 |
| 19/5 |
| 19/5 |
| 19/5 |
| 19/5 |
Technique / Agile Combatant | 20.50 |
| 19/5 |
| 19/5 |
| 19/5 |
| 19/5 |
Wild-gift / Sand drake aspect | 1.80 |
| 19/5 |
| 19/5 |
| 19/5 |
| 19/5 |
Technique / Mending | 13.10 |
| 19/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Martial Arts | 25.30 |
| 19/5 |
| 19/5 |
| 19/5 |
| 19/5 |
Technique / Pugilism | 26.20 |
| 19/5 |
| 19/5 |
| 19/5 |
| 19/5 |
Technique / Rending | 22.90 |
| 19/5 |
| 19/5 |
| 19/5 |
| 19/5 |
Technique / Combat veteran | 28.60 |
| 19/5 |
| 14/5 |
| 19/5 |
| 19/5 |
Technique / Superiority | 25.00 |
| 10/5 |
| 19/5 |
| 10/5 |
| 19/5 |
Technique / Sniper | 1.00 |
| 14/5 |
| 14/5 |
| 15/5 |
| 19/5 |
Wild-gift / Higher draconic abilities | 1.80 |
| 19/5 |
| 19/5 |
| 19/5 |
| 19/5 |
Cunning / Tactical | 2.10 |
| 19/5 |
| 19/5 |
| 1/5 |
| 19/5 |
Technique / Marksmanship | 25.00 |
| 19/5 |
| 19/5 |
| 19/5 |
| 19/5 |
Generic Talents
Cunning / Survival | 2.20 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Unarmed training | 25.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Fending | 22.90 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Combat training | 25.30 |
| 17/5 |
| 14/5 |
| 13/5 |
| 17/5 |
| 0/5 |
| 0/5 |
| 19/5 |
Wild-gift / Harmony | 3.40 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Race / Battleborn | 4.20 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Thuggery | 25.00 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Wild-gift / Antimagic | 4.90 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Conditioning | 26.50 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Cunning / Scoundrel | 2.60 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
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 |
| 1/1 |
| 1/1 |
Effects
talent | Shattering Impact |
talent | Striking Stance |
talent | Measured Blows |
talent | Daunting Presence |
talent | Onslaught |
talent | Elemental Harmony |
talent | Antimagic Shield |
talent | Exploit Weakness |
talent | Total Thuggery |
beneficial effect | Increases attack speed by 40%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | Countering melee attacks: Has a 86% chance to get an automatic counter attack when avoiding a melee attack. (3.2 counters remaining) Counter Attacking |
detrimental effect | Zone-wide effect: +10% fire damage, -10% fire resistance, -10% armour, -2 sight range. Oil mist |
beneficial effect | The target has adopted an offensive posture. Each unarmed attack they make will trigger two follow-up attacks for 783% damage each, up to once per target, per turn. These strikes will never be critical. Pummel |
beneficial effect | Reduces physical damage received by 347% and provides a 514% chance to ignore critical hits. Juggernaut |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved mental save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by claytu_wmonk_bborn. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You abandoned lost sun paladin, to death. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the temporal explorer from death by claytu_wmonk_bborn. Escort: temporal explorer (level 3 of Old Forest) | failed |
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 to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 268): Near SightedYou completed the challenge and received: Random Artifact: Glareenvy (12-16 power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 269): Exterminator | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4634. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
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 |
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 |
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. * Find a Resonating Diamond. | active |
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
On feet | ![]() Requires: - Level 35 Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +45 (+1 eff.) Armour: +55 Defense: +104 (+9 eff.) Changes stats: +11 Str Changes resistances: +11% physical / +45% nature / +30% temporal Changes damage: +30% mind Spell save: +30 (+2 eff.) Knockback immunity: +69% Life regen: +13.89 Stamina each turn: +0.80 Maximum life: +347.28 Maximum stamina: +120.00 Healing mod.: +69% Defense after a teleport: +52 Resist all after a teleport: +52% New effects duration reduction after a teleport: +52% A pair of boots made of leather. This item has been sent to the Item's Vault. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 91.5 - 128.1 Uses stats: 65% Wil, 50% Mag, 95% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +46 Crit. chance: +30.0% Capacity: 24 On weapon hit: * 66% chance to reduce all saves and defense by 65 Travel speed: +665% Damage (Ranged): +44 physical Damage (radius 1) on hit: +60 mind Damage (radius 2) on crit: +66 lightning / +52 physical When wielded/worn: Ammo reloads per turn: +13 Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
Light source | ![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +12 Wil / +12 Cun / +12 Con Changes resistances: +20% blight / +40% arcane Changes resistances cap: +10% blight / +10% arcane Talent masteries: +0.20 Wild-gift / Call of the wild +0.50 Wild-gift / Antimagic Physical save: +15 (+2 eff.) Spell save: +30 (+2 eff.) Mental save: +15 (+3 eff.) Equilibrium each turn: -1.00 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. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +47 Defense: +70 (+6 eff.) Fatigue: +5% Changes stats: +11 Mag / +17 Wil Changes resistances: +21% blight / +36% fire Changes resistances penetration: +50% blight Changes damage: +30% blight Disease immunity: +47% Silence immunity: +47% Spellpower on spell critical (stacks up to 3 times): +14 Infravision radius: +4 Healing mod.: +45% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
Tool | ![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 97% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+1 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 10 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 arcane Changes resistances: +12% lightning / +28% cold / +5% arcane / +9% fire Changes resistances penetration: +25% arcane Changes damage: +14% cold / +21% arcane / +27% fire Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +33 (+1 eff.) Armour: +16 Changes stats: +7 Str / +14 Con Changes resistances: +8% arcane / +8% physical Changes damage: +21% blight / +12% arcane Critical mult.: +32.50% Maximum stamina: +40.00 Light radius: +5 Rings make your fingers look great! |
Around waist | ![]() Requires: - Level 35 Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +29 Physical power: +65 (+2 eff.) Damage when hit (Melee): 20 lightning / 16 physical Changes stats: +12 Str Changes resistances: +27% temporal / +27% light / +12% cold / +27% blight / +11% fire / +27% mind / +63% nature Changes damage: +24% nature / +39% physical Reduces incoming crit damage: 49.88% Physical save: +42 (+4 eff.) Mental save: +27 (+4 eff.) Disease immunity: +67% Cut immunity: +67% Teleport immunity: +67% Stamina each turn: +9.00 Only die when reaching: -160.00 life Maximum stamina: +90.00 A belt that goes around your waist. This item has been sent to the Item's Vault. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature 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 stats: 40% Wil, 50% Mag, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Travel speed: +200% Damage (radius 1) on hit: +4 nature Damage (radius 2) on crit: +117 fire When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +21 Wil / +11 Cun / +23 Con Changes resistances: +12% darkness / +3% temporal / +7% arcane / +3% nature Changes resistances penetration: +32% fire Maximum life: +165.00 Light radius: +3 Global speed: +16% Combat speed: +10% Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
On hands | ![]() Requires: - Level 25 Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +29 Defense: +40 (+4 eff.) Effects on melee hit: * 60% chance to reduce armor by 25% Damage (Melee): 15 acid Damage when hit (Melee): 20 darkness Changes resistances: +8% acid / +33% cold / +24% light / +27% nature Changes damage: +35% acid / +30% arcane / +51% darkness Physical save: +33 (+4 eff.) Spell save: +54 (+5 eff.) Mental save: +54 (+8 eff.) Cut immunity: +60% Stun/Freeze immunity: +60% Life regen: +11.97 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 100% Wil, 50% Mag, 60% Dex 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: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +15 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
Main armor | ![]() Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +35 Defense: +70 (+6 eff.) Fatigue: +8% Changes resistances: +24% light / +24% cold Blindness immunity: +33% Disease immunity: +33% Teleport immunity: +33% Light radius: +5 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +33% A suit of armour made of leather. This item has been sent to the Item's Vault. |
Cloak | ![]() Requires: - Level 35 Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +40 (+4 eff.) Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +55 (+2 eff.) Armour: +44 Defense: +48 (+4 eff.) Damage when hit (Melee): 18 physical Changes stats: +16 Cun / +38 Con Changes resistances penetration: +40% fire Changes damage: +33% darkness Reduces incoming crit damage: 41.08% Only die when reaching: -219.09 life Maximum life: +60.00 Infravision radius: +8 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. |
Around neck | ![]() Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +19 (+1 eff.) Effects on melee hit: * 37% chance to reduce all saves and defense by 65 Changes stats: +3 Str / +9 Dex / +3 Mag / +5 Wil / +2 Con Changes resistances: +30% temporal Changes damage: +9% mind / +20% physical Pinning immunity: +50% Knockback immunity: +43% Infravision radius: +2 See invisible: +18 Combat speed: +20% Amulets make your neck look great! This item has been sent to the Item's Vault. |
Inventory
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 1906.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() teleportation rune (range 103; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +78% lightning / +24% temporal / +24% physical Changes resistances penetration: +30% arcane Reduces incoming crit damage: 25.00% Spell save: +21 (+2 eff.) Poison immunity: +38% Silence immunity: +38% Disarm immunity: +38% Pinning immunity: +38% Stun/Freeze immunity: +49% Defense after a teleport: +28 Resist all after a teleport: +28% New effects duration reduction after a teleport: +28% Amulets make your neck look great! |
![]() mindweaver's steel amulet of vision Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +9 (+2 eff.) Blindness immunity: +20% Confusion immunity: +14% Mindpower: +8 (+1 eff.) Infravision radius: +6 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
![]() mindweaver's stralite amulet Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Mental save: +13 (+2 eff.) Confusion immunity: +22% Mindpower: +13 (+2 eff.) Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +7 Defense: +30 (+3 eff.) Effects on melee hit: * 33% chance to slow global speed by 97% Changes stats: +10 Str Changes resistances: +21% darkness / +21% temporal / +18% mind / +8% arcane Changes resistances penetration: +25% darkness / +15% physical Changes damage: +18% mind / +33% cold Physical save: +15 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 21% chance to reduce armor by 25% Damage when hit (Melee): 10 cold Changes stats: +6 Wil / +7 Mag Changes resistances: +9% cold Changes damage: +18% acid Maximum encumbrance: +37 Infravision radius: +3 See invisible: +9 Rings make your fingers look great! |
![]() gladiator's gold ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +12 Physical power: +11 (+0 eff.) Defense: +13 (+1 eff.) Changes stats: +8 Str / +8 Con It can be used to activate talent Disengage, placing all other charms into a 2 cooldown : Effective talent level: 3.5 Power cost: 2 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() sneakthief's stralite ring of speed Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +24 (+2 eff.) Defense: +13 (+1 eff.) Changes stats: +9 Cun / +7 Dex 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: 3.5 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 32% for 5 turns. Rings make your fingers look great! |
![]() stormbringer's dwarven-steel battleaxe of ruin (33-50 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +41 lightning / +41 cold When wielded/worn: Armour penetration: +16 Physical crit. chance: +16.0% Changes resistances penetration: +24% lightning / +24% cold Critical mult.: +35.00% Movement speed: +45% Massive two-handed battleaxes. |
![]() hateful dwarven-steel dagger of enduring (18-24 power, 7 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +14% Living When wielded/worn: Changes stats: +11 Con / +11 Wil Maximum life: +70.00 Sharp, short and deadly. |
![]() elemental steel greatmaul of ruin (28-41 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 43 lightning damage (1/turn) When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Changes resistances penetration: +14% lightning Changes damage: +21% lightning Critical mult.: +28.00% Massive two-handed mauls. |
![]() iron greatsword (16-26 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature 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 stats: 40% Wil, 50% Mag, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +12 mind / +8 fire When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +21.0% Changes stats: +22 Dex / +11 Con Changes resistances: +6% lightning / +6% mind Talent mastery: +0.30 Wild-gift / Fungus Spell save: +9 (+0 eff.) Teleport immunity: +20% Maximum life: +80.00 It can be used to regenerate 290 life over 5 turns Activation puts all charms on cooldown for 4 turns. Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature 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 stats: 40% Wil, 50% Mag, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +8 mind When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +23.0% Physical power: +21 (+1 eff.) Changes stats: +11 Str / +5 Mag / +23 Wil / +28 Con Changes resistances: +15% temporal / +3% light / +3% nature Changes damage: +3% mind Talent mastery: +0.30 Wild-gift / Fungus Maximum life: +108.00 It can be used to regenerate 366 life over 5 turns Activation puts all charms on cooldown for 4 turns. Longbows are used to shoot arrows at your foes. |
![]() Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +11 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+3 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+2 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 234 to 468 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() Requires: - 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 stats: 40% Wil, 50% Mag, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Attack speed: 118% Firing range: +11 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 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag, 0% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +11 Longbows are used to shoot arrows at your foes. |
![]() arcing steel longsword of daylight (14-19 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage Damage (Melee): +11 light Damage against: +15% Undead Sharp, long, and deadly. |
![]() dwarven-steel longsword 'Fogquench' (25-35 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.0 - 35.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to reduce all saves and defense by 65 Damage (Melee): +28 acid / +17 mind Damage (radius 1) on hit: +44 darkness Damage (radius 2) on crit: +47 darkness When wielded/worn: Effects on melee hit: * 47% chance to gain 10% of a turn (3/turn limit) Changes stats: +11 Dex / +8 Mag / +13 Wil / +15 Cun Changes damage: +30% darkness Critical mult.: +46.82% Spell save: +21 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +16 Maximum vim: +117.05 Damage Shield penetration: +70% Sharp, long, and deadly. |
![]() caustic steel mace of ruin (14-19 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (radius 2) on crit: +20 acid / +21 nature When wielded/worn: Armour penetration: +18 Physical crit. chance: +8.0% Changes resistances penetration: +13% acid / +11% nature Critical mult.: +20.00% Blunt and deadly. |
![]() caustic stralite mace of torment (37-52 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +37 acid / +25 nature When wielded/worn: Armour penetration: +9 Changes resistances penetration: +21% acid / +19% nature Blunt and deadly. |
![]() truestriking dwarven-steel mace of shearing (26-37 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +34 (+3 eff.) Armour penetration: +20 Changes resistances penetration: +10% all / +11% physical Blunt and deadly. |
![]() truestriking voratun mace (48-66 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +15 Changes resistances penetration: +15% physical Blunt and deadly. |
![]() Magmabore the pulsing mindstar (14-15 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 mind When wielded/worn: Effects on melee hit: * 47% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 fire Changes stats: +25 Mag Talent granted: +1 Attune Mindstar Critical mult.: +35.00% Reduces incoming crit damage: 35.11% Physical save: +9 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +30 (+5 eff.) Equilibrium when hit: +2.10 Spellpower on spell critical (stacks up to 3 times): +23 Mindpower: +78 (+10 eff.) Mental crit. chance: +10% Light radius: +7 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() caller's living mindstar (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% acid / +10% fire / +8% cold / +10% physical Changes damage: +15% acid / +14% fire / +15% cold / +15% physical Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +44 Max wilder summons: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() harmonious thorny mindstar of balance (9-10 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +7% nature Changes damage: +7% nature Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Physical save: +7 (+1 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+1 eff.) Equilibrium when hit: +1.70 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 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 stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +11 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 3 power out of 16/16) : Effective talent level: 5.5 Power cost: 3 out of 16/16. Range: 10 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 226% 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 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 stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +14.0% Physical power: +14 (+1 eff.) Changes stats: +9 Str / +9 Cun / +7 Con Changes resistances: +6% arcane / +15% acid Changes resistances penetration: +20% acid / +10% physical Talent mastery: +0.10 Wild-gift / Fungus Infravision radius: +2 See invisible: +12 It can be used to regenerate 260 life over 5 turns Activation puts all charms on cooldown for 4 turns. 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: 180% 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 (+3 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 38 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." |
![]() blighted ash magestaff of channeling (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Mana each turn: +0.27 Vim when firing critical spell: +3.00 Maximum vim: +22.00 Spellpower: +24 (+2 eff.) Spell crit. chance: +9% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elven-wood vilestaff (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 31 fire Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +24.00% Spellpower: +21 (+2 eff.) Spell crit. chance: +4% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
![]() River's Fury (23-32 power, 8 apr) Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 15 power out of 80/80) : Effective talent level: 2.5 Power cost: 15 out of 80/80. 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 3, doing 24.02 cold damage and 27.88 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 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. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() quick orite trident (40-64 power, 13 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +30 (+3 eff.) Changes stats: +9 Dex Combat speed: +10% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() stormbringer's coral trident of rage (12-19 power, 6 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 12.0 - 19.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +19 lightning / +19 cold When wielded/worn: Accuracy: +13 (+1 eff.) Changes stats: +5 Str Changes resistances penetration: +13% lightning / +13% cold Changes damage: +10% physical Movement speed: +35% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() truestriking coral trident of massacre (22-36 power, 6 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 22.5 - 36.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() warbringer's deep-steel trident of crippling (29-46 power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 29.0 - 46.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +16.0% Physical power: +16 (+1 eff.) Changes stats: +7 Con Changes resistances penetration: +14% physical Disarm immunity: +35% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() balanced steel waraxe of torment (10-14 power, 3 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +8 (+1 eff.) Disarm immunity: +32% One-handed war axes. |
![]() steel waraxe of evisceration (10-14 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Wound the target dealing 265 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+0 eff.) One-handed war axes. |
![]() warbringer's stralite waraxe of projection (29-41 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +30% One-handed war axes. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 43% chance to reduce damage dealt by 51% Changes stats: +6 Con Changes resistances: +60% acid / +63% fire / +30% nature Changes resistances penetration: +40% cold / +35% fire Changes damage: +65% darkness / +51% fire Mental save: +15 (+3 eff.) Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 47% chance to slow global speed by 97% Changes stats: +7 Str / +16 Dex / +15 Mag / +18 Cun / +20 Con Changes resistances: +14% lightning / +15% temporal / +15% nature / +30% light Changes damage: +36% light Light radius: +6 Infravision radius: +7 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +50 (+5 eff.) Physical crit. chance: +21.0% Defense: +45 (+4 eff.) Damage when hit (Melee): 26 nature Changes stats: +13 Str / +8 Dex Changes resistances: +30% nature / +7% physical Changes resistances penetration: +50% lightning / +50% light Changes damage: +63% light / +21% physical Physical save: +51 (+5 eff.) Stamina each turn: +8.57 Maximum life: +70.00 Maximum stamina: +70.00 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +3 Physical power: +15 (+1 eff.) Changes stats: +7 Str / +7 Dex / +21 Wil / +13 Cun Changes resistances: +6% acid / +9% cold Damage against: +37% Summoned Reduced damage from: +45% Summoned Physical save: +37 (+4 eff.) Spell save: +20 (+1 eff.) Mental save: +33 (+5 eff.) Maximum life: +176.00 A belt that goes around your waist. |
![]() insulating hardened leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Changes resistances: +11% fire / +10% cold Critical mult.: +11.00% A belt that goes around your waist. |
![]() slimy linen robe of protection (3 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Effects when hit in melee: * 5% chance to slow global speed by 97% * 4 arcane resource burn Changes resistances: +7% all Physical save: +18 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Kilnjam (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -19% Effects on melee hit: * 30% chance to slow global speed by 97% Changes stats: +7 Dex / +2 Mag / +2 Con Changes resistances: +12% temporal / +18% fire / +12% light / +15% cold Spell save: +6 (+0 eff.) Stamina each turn: +1.70 Equilibrium when hit: +0.28 Maximum life: +111.00 Mindpower: +20 (+3 eff.) Infravision radius: +7 Movement speed: +20% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +21 Defense: +65 (+6 eff.) Fatigue: -6% Effects on melee hit: * 52% chance to reduce all saves and defense by 65 Changes stats: +8 Str / +8 Con Changes resistances: +69% lightning / +20% physical Changes resistances penetration: +50% light / +55% mind Changes damage: +30% physical Maximum encumbrance: +50 Physical save: +15 (+2 eff.) Stamina each turn: +7.81 Maximum life: +200.00 Light radius: +8 Defense after a teleport: +39 Resist all after a teleport: +39% New effects duration reduction after a teleport: +39% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Lustrerigor the pair of voratun boots (0 def, 5 armour) 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: Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 light / 4 cold Changes stats: +6 Wil / +10 Cun / +6 Con Changes resistances: +6% lightning / +30% temporal / +9% light / +12% fire / +26% darkness Changes resistances penetration: +20% cold / +20% temporal / +20% light / +20% darkness Changes damage: +9% light / +18% lightning Physical save: +37 (+4 eff.) Spell save: +15 (+1 eff.) Mental save: +40 (+6 eff.) Light radius: +5 Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() brawler's hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +11 Physical power: +9 (+0 eff.) Armour: +2 Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% blight Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+1 eff.) Spell save: +16 (+1 eff.) When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 100% Wil, 60% Dex, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +14 Crit. chance: +11.0% Attack speed: 125% When this weapon hits: Set Up (10% chance level 3). On weapon hit: * 19% chance to slow global speed by 97% * 19% chance to reduce armor by 25% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() dragonslayer's dwarven-steel helm of constitution (+7) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Con Changes resistances: +9% acid / +11% fire / +11% lightning / +11% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() impenetrable voratun mail armour of spell shielding (5 def, 29 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +29 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +10% arcane Spell save: +25 (+2 eff.) A suit of armour made of mail. |
![]() rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +12.50 Stamina each turn: +1.70 Maximum life: +56.00 Healing mod.: +16% A suit of armour made of mail. |
![]() Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +30 (+3 eff.) Fatigue: +8% Changes stats: +10 Dex / +1 Wil / +9 Cun Changes resistances: +6% acid / +15% light / +20% blight / +18% nature / +6% mind Reduces incoming crit damage: 15.00% Poison immunity: +10% Knockback immunity: +20% Mindpower: +10 (+2 eff.) Light radius: +2 See invisible: +6 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +20 Defense: +9 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 8 acid Changes stats: +4 Str / +8 Dex Changes resistances: +15% lightning Changes damage: +15% acid / +9% fire / +15% mind Critical mult.: +25.00% Maximum stamina: +30.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() rough leather armour 'Flashjam' (48 def, 34 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical power: +40 (+1 eff.) Armour: +34 Defense: +48 (+4 eff.) Fatigue: +6% Changes resistances: +35% mind / +24% darkness Changes resistances penetration: +59% cold / +55% physical Changes damage: +21% light / +18% physical Confusion immunity: +47% Stun/Freeze immunity: +47% Teleport immunity: +47% Life regen: +3.00 Maximum life: +32.00 Light radius: +7 Healing mod.: +12% A suit of armour made of leather. |
![]() Ragezilaleg (10 def, 38 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +38 Defense: +10 (+1 eff.) Fatigue: +12% Changes stats: +10 Str / +9 Con Changes resistances: +12% nature / +10% physical Changes damage: +6% temporal Physical save: +48 (+5 eff.) Spell save: +6 (+0 eff.) Disease immunity: +20% Life regen: +4.00 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +96.00 Light radius: +3 See invisible: +6 A suit of armour made of metal plates. |
![]() fearforged dwarven-steel plate armour of fire resistance (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +33% Changes stats: +8 Con Changes resistances: +34% fire / -16% light / +10% darkness Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) A suit of armour made of metal plates. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +9 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +10 (+1 eff.) Decaying mummy wrappings. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +9 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +12 (+1 eff.) Decaying mummy wrappings. |
![]() verdant mummy wrappings (5 def, 2 armour) Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +9 Con / +8 Mag Changes resistances: -25% fire Changes damage: +23% nature / +15% cold / +15% arcane / +15% darkness Poison immunity: +44% Disease immunity: +44% Spellpower: +13 (+1 eff.) Decaying mummy wrappings. |
![]() Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +12 Defense: +18 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+2 eff.) Disease immunity: +60% It can be used to purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 5 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +45 Defense: +45 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 15 temporal Changes stats: +7 Con Changes resistances: +8% arcane / +5% physical Changes damage: +24% lightning Talent granted: +1 Block Physical save: +15 (+2 eff.) Cut immunity: +30% Handheld deflection devices. |
![]() Lunar Shield (0 def, 20 armour, 250 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +20 Fatigue: +2% Changes resistances: +25% darkness Changes damage: +40% darkness Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight Talent granted: +1 Block Spellpower: +20 (+1 eff.) Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
![]() Sanguine Shield (0 def, 15 armour, 220 block) Requires: - Shield usage training - Strength 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Changes resistances: +25% blight / +10% light Talent mastery: +0.30 Cursed / Bloodstained Talent granted: +1 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() crackling steel shield of shrapnel (0 def, 4 armour, 41 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 13 lightning On shield block: * Cause enemies within radius 6 to bleed for 265 physical damage over 5 turns (1/turn) Changes stats: +3 Dex Changes resistances: +14% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() impervious iron shield (0 def, 8 armour, 67 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +4 Con Talent granted: +1 Block Physical save: +7 (+1 eff.) Handheld deflection devices. |
![]() scouring steel shield of resistance (0 def, 4 armour, 39 block) Requires: - Shield usage training - Strength 16 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 13 arcane resource burn Damage (Melee): 12 acid / 13 nature Effects when hit in melee: * 9 arcane resource burn Changes stats: +5 Con Changes resistances: +20% acid / +8% lightning / +9% cold / +11% nature / +9% fire Talent granted: +1 Block Handheld deflection devices. |
![]() shocking iron shield of patience (0 def, 2 armour, 21 block) Requires: - Shield usage training - Strength 11 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 11 lightning Damage when hit (Melee): 5 lightning Changes resistances: +12% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 6 cooldown : Effective talent level: 6.5 Power cost: 6 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (321) is absorbed, or the time runs out (11 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +64 Fatigue: +8% Changes resistances: +36% acid / +27% cold / +33% light / +27% fire Changes resistances penetration: +65% light Changes damage: +66% light / +27% arcane / +30% nature Talent granted: +1 Block Life regen: +11.43 Only die when reaching: -228.53 life Maximum life: +445.66 Handheld deflection devices. |
![]() quiver of dragonbone arrows 'Dourarc' (22/22, 76-107 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 76.5 - 107.1 Uses stats: 65% Wil, 50% Mag, 95% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +24.0% Capacity: 22 On weapon hit: * 20% chance to reduce damage dealt by 51% * 40% chance to gain 10% of a turn (3/turn limit) * 47% chance to reduce armor by 25% * 20% chance to knock the target back 3 spaces and deal 472 physical damage On weapon crit: * Wound the target dealing 265 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 acid / +51 physical / +8 light / +12 darkness / +16 temporal Damage (radius 1) on hit: +32 acid / +20 temporal Damage (radius 2) on crit: +8 temporal Arrows are used with bows to pierce 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 / arrow ; tier 5 Base power: 94.0 - 131.6 Uses stats: 65% Wil, 50% Mag, 95% Dex Damage type: Physical Mastery: Guided Hand Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 20 On weapon hit: * 20% chance to reduce armor by 25% * 24% chance to slow global speed by 97% * 20% chance to knock the target back 3 spaces and deal 472 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 189 physical damage On weapon crit: * Wound the target dealing 265 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +56 physical Damage (radius 1) on hit: +20 light / +12 acid Damage (radius 2) on crit: +4 lightning Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-2 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+0 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+1 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +1 Str Changes resistances: +12% acid Changes resistances penetration: +10% light / +12% physical Changes damage: +18% light / +6% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +11 Str / +3 Con Changes resistances: +9% lightning / +6% temporal / +3% blight Changes resistances penetration: +10% light / +25% physical Stun/Freeze immunity: +10% Life regen: +4.27 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +30 (+1 eff.) Armour: +6 Changes damage: +6% cold Mental save: +7 (+1 eff.) Maximum stamina: +30.00 Light radius: +3 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 7 (based on Magic) detrimental mental effects Activation costs 8 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. This item has been sent to the Item's Vault. |
![]() preserving dwarven lantern of illusion Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+2 eff.) Changes stats: +6 Con Changes resistances: +15% blight Physical save: +19 (+2 eff.) Spell save: +20 (+1 eff.) Mental save: +19 (+3 eff.) Life regen: +16.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 2 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 38 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 2966.74 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 5 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() soothing steel torque of mindblast [power 185] (3 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 381 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 3 turns. When used: * Heal for 60. Torques are made by powerful psionics to store psionic powers. |
![]() quick yew totem of thorny skin [power 41] (3 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Activation puts all charms on cooldown for 3 turns. Natural totems are made by powerful wilders to store nature power. |
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 1/1. 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() piercing elm wand of clairvoyance [power 9] (3 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 113 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 3 turns. When used: * Increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 6 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 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 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 claytu_wmonk_bborn the Battleborn White Monk level 84
5th Haze 122nd year of Ascendancy at 15:14 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 110
72nd Haze 122nd year of Ascendancy at 22:28 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 79
72nd Dusk 122nd year of Ascendancy at 02:31 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 84
4th Haze 122nd year of Ascendancy at 02:37 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 75
64th Dusk 122nd year of Ascendancy at 09:00 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 100
72nd Haze 122nd year of Ascendancy at 05:27 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 92
64th Haze 122nd year of Ascendancy at 09:33 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 82
2nd Haze 122nd year of Ascendancy at 20:40 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 89
10th Haze 122nd year of Ascendancy at 22:31 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 56
27th Dusk 122nd year of Ascendancy at 21:36 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 178
64th Regrowth 123rd year of Ascendancy at 11:14 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 63
28th Dusk 122nd year of Ascendancy at 11:49 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 184
23rd Pyre 123rd year of Ascendancy at 06:27 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 143
59th Regrowth 123rd year of Ascendancy at 21:29 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 77
70th Dusk 122nd year of Ascendancy at 22:48 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 103
72nd Haze 122nd year of Ascendancy at 05:35 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 188
23rd Pyre 123rd year of Ascendancy at 21:16 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 10
76th Pyre 122nd year of Ascendancy at 22:52 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 20
1st Mirth 122nd year of Ascendancy at 10:55 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 30
7th Mirth 122nd year of Ascendancy at 06:06 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 40
3rd Flare 122nd year of Ascendancy at 15:49 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 50
19th Dusk 122nd year of Ascendancy at 16:15 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 140
59th Regrowth 123rd year of Ascendancy at 10:57 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 35
8th Mirth 122nd year of Ascendancy at 07:25 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 124
17th Regrowth 123rd year of Ascendancy at 21:43 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 47
16th Dusk 122nd year of Ascendancy at 08:12 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 37
8th Mirth 122nd year of Ascendancy at 19:22 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 29
7th Mirth 122nd year of Ascendancy at 04:04 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 22
1st Mirth 122nd year of Ascendancy at 20:22 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 90
62nd Haze 122nd year of Ascendancy at 04:13 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 172
64th Regrowth 123rd year of Ascendancy at 11:14 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 188
24th Pyre 123rd year of Ascendancy at 00:15 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 14
78th Pyre 122nd year of Ascendancy at 14:22 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 141
59th Regrowth 123rd year of Ascendancy at 10:59 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 90
35th Haze 122nd year of Ascendancy at 19:58 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 35
8th Mirth 122nd year of Ascendancy at 07:23 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 38
2nd Summertide 122nd year of Ascendancy at 14:20 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 31
7th Mirth 122nd year of Ascendancy at 11:37 see stats
By claytu_wmonk_bborn the Battleborn White Monk level 84
3rd Haze 122nd year of Ascendancy at 22:28 see stats
Log
Automatic use of talent Air Render skipped: cooldown too low (1).
Claytu_wmonk_bborn activates Total Thuggery.
Claytu_wmonk_bborn deactivates Total Thuggery.
Automatic use of talent Air Render skipped: cooldown too low (1).
Claytu_wmonk_bborn activates Total Thuggery.
Claytu_wmonk_bborn deactivates Total Thuggery.
There is a ladder to the next level here (press '' or right click to use).
Automatic use of talent Air Render skipped: cooldown too low (1).
Claytu_wmonk_bborn activates Total Thuggery.
Ran for 29 turns (stop reason: at exit).
Message from DarkGod: Brrrrrrrrr! It is so cold. The Santascape has come!
This is an event to celebrate the end of year, look for a snowman on your worldmap!
This event will be sent regularly during the festive days of the year's end!
Level 15 recommended.
Claytu_wmonk_bborn deactivates Shattering Impact.
Claytu_wmonk_bborn activates Shattering Impact.
Claytu_wmonk_bborn deactivates Antimagic Shield.
Claytu_wmonk_bborn activates Antimagic Shield.
Claytu_wmonk_bborn deactivates Measured Blows.
Claytu_wmonk_bborn activates Measured Blows.
Claytu_wmonk_bborn deactivates Elemental Harmony.
Claytu_wmonk_bborn activates Elemental Harmony.
Claytu_wmonk_bborn deactivates Onslaught.
Claytu_wmonk_bborn activates Onslaught.
Claytu_wmonk_bborn deactivates Exploit Weakness.
Claytu_wmonk_bborn activates Exploit Weakness.
Claytu_wmonk_bborn deactivates Striking Stance.
Claytu_wmonk_bborn activates Striking Stance.
Claytu_wmonk_bborn deactivates Daunting Presence.
Claytu_wmonk_bborn activates Daunting Presence.
Claytu_wmonk_bborn deactivates Total Thuggery.
Claytu_wmonk_bborn activates Total Thuggery.