










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 50 / 707% |
Size | medium |
Lifes / Deaths | Killed by skeleton master archer at level 5 on the 75th Pyre 122nd year of Ascendancy at 18:51 / 182Killed by storm drake at level 9 on the 5th Mirth 122nd year of Ascendancy at 16:53 Killed by Velekira the cold drake hatchling at level 15 on the 29th Dusk 122nd year of Ascendancy at 02:29 Killed by minotaur at level 16 on the 37th Dusk 122nd year of Ascendancy at 01:54 Killed by cutpurse at level 16 on the 37th Dusk 122nd year of Ascendancy at 04:41 Killed by snow giant boulder thrower at level 17 on the 56th Dusk 122nd year of Ascendancy at 22:09 Killed by Ben Cruthdar, the Abomination at level 18 on the 57th Dusk 122nd year of Ascendancy at 18:02 Killed by Velolethra the dredge captain at level 18 on the 57th Dusk 122nd year of Ascendancy at 21:58 Killed by Betirena the temporal stalker at level 18 on the 58th Dusk 122nd year of Ascendancy at 01:24 Killed by Betirena the temporal stalker at level 18 on the 58th Dusk 122nd year of Ascendancy at 01:48 Killed by Betirena the temporal stalker at level 18 on the 58th Dusk 122nd year of Ascendancy at 01:59 Killed by Betirena the temporal stalker at level 18 on the 58th Dusk 122nd year of Ascendancy at 02:22 Killed by Betirena the temporal stalker at level 18 on the 58th Dusk 122nd year of Ascendancy at 02:54 Killed by Betirena the temporal stalker at level 18 on the 58th Dusk 122nd year of Ascendancy at 03:05 Killed by Betirena the temporal stalker at level 18 on the 58th Dusk 122nd year of Ascendancy at 03:34 Killed by Betirena the temporal stalker at level 18 on the 58th Dusk 122nd year of Ascendancy at 03:49 Killed by Betirena the temporal stalker at level 18 on the 58th Dusk 122nd year of Ascendancy at 04:09 Killed by bandit at level 18 on the 59th Dusk 122nd year of Ascendancy at 17:31 Killed by Bogteek the halfling at level 18 on the 63rd Dusk 122nd year of Ascendancy at 15:16 Killed by Ggric the halfling at level 18 on the 63rd Dusk 122nd year of Ascendancy at 15:26 Killed by Xetta the bone giant at level 18 on the 74th Dusk 122nd year of Ascendancy at 00:14 Killed by Xetta the bone giant at level 18 on the 74th Dusk 122nd year of Ascendancy at 00:35 Killed by snow giant thunderer at level 19 on the 1st Haze 122nd year of Ascendancy at 00:47 Killed by Xydheta the slaver at level 20 on the 3rd Haze 122nd year of Ascendancy at 06:57 Killed by enthralled slave at level 20 on the 3rd Haze 122nd year of Ascendancy at 12:25 Killed by faerlhing at level 22 on the 28th Haze 122nd year of Ascendancy at 19:40 Killed by faerlhing at level 22 on the 28th Haze 122nd year of Ascendancy at 19:48 Killed by faerlhing at level 22 on the 28th Haze 122nd year of Ascendancy at 19:56 Killed by Eilinyramira the skeleton warrior at level 24 on the 32nd Haze 122nd year of Ascendancy at 23:48 Killed by venom wyrm at level 25 on the 33rd Haze 122nd year of Ascendancy at 08:50 Killed by venom wyrm at level 25 on the 33rd Haze 122nd year of Ascendancy at 09:04 Killed by Salekira the ghast at level 25 on the 33rd Haze 122nd year of Ascendancy at 13:23 Killed by The Master at level 25 on the 33rd Haze 122nd year of Ascendancy at 22:45 Killed by armoured skeleton warrior at level 25 on the 33rd Haze 122nd year of Ascendancy at 23:37 Killed by Lord of Skulls (mage) at level 25 on the 33rd Haze 122nd year of Ascendancy at 23:45 Killed by armoured skeleton warrior at level 25 on the 34th Haze 122nd year of Ascendancy at 00:10 Killed by Lord of Skulls (mage) at level 25 on the 34th Haze 122nd year of Ascendancy at 00:19 Killed by armoured skeleton warrior at level 25 on the 34th Haze 122nd year of Ascendancy at 00:34 Killed by Lord of Skulls (mage) at level 25 on the 34th Haze 122nd year of Ascendancy at 00:45 Killed by lava floor at level 25 on the 34th Haze 122nd year of Ascendancy at 00:58 Killed by elven corruptor at level 26 on the 36th Haze 122nd year of Ascendancy at 10:16 Killed by elven cultist at level 27 on the 36th Haze 122nd year of Ascendancy at 18:17 Killed by elven cultist at level 27 on the 36th Haze 122nd year of Ascendancy at 18:27 Killed by elven cultist at level 27 on the 36th Haze 122nd year of Ascendancy at 18:42 Killed by elven cultist at level 27 on the 36th Haze 122nd year of Ascendancy at 19:16 Killed by elven cultist at level 27 on the 36th Haze 122nd year of Ascendancy at 20:51 Killed by elven corruptor at level 27 on the 36th Haze 122nd year of Ascendancy at 23:01 Killed by elven corruptor at level 27 on the 37th Haze 122nd year of Ascendancy at 01:43 Killed by Greater Mummy Lord at level 30 on the 3rd Decay 122nd year of Ascendancy at 19:47 Killed by Greater Mummy Lord at level 30 on the 3rd Decay 122nd year of Ascendancy at 20:16 Killed by Zubasewen the skeleton master archer at level 30 on the 3rd Decay 122nd year of Ascendancy at 21:01 Killed by Greater Mummy Lord at level 30 on the 3rd Decay 122nd year of Ascendancy at 21:46 Killed by Zubasewen the skeleton master archer at level 30 on the 3rd Decay 122nd year of Ascendancy at 21:56 Killed by Greater Mummy Lord at level 30 on the 3rd Decay 122nd year of Ascendancy at 22:09 Killed by Zubasewen the skeleton master archer at level 30 on the 3rd Decay 122nd year of Ascendancy at 22:24 Killed by Greater Mummy Lord at level 30 on the 3rd Decay 122nd year of Ascendancy at 22:37 Killed by Zubasewen the skeleton master archer at level 30 on the 3rd Decay 122nd year of Ascendancy at 23:00 Killed by Greater Mummy Lord at level 30 on the 3rd Decay 122nd year of Ascendancy at 23:28 Killed by giant spider at level 30 on the 9th Decay 122nd year of Ascendancy at 01:57 Killed by Poroth the brittle clear ooze at level 30 on the 9th Decay 122nd year of Ascendancy at 09:19 Killed by Gubrema the brittle clear ooze at level 30 on the 9th Decay 122nd year of Ascendancy at 16:40 Killed by Gubrema the brittle clear ooze at level 30 on the 9th Decay 122nd year of Ascendancy at 17:09 Killed by Corrupted Oozemancer at level 30 on the 9th Decay 122nd year of Ascendancy at 20:18 Killed by Corrupted Oozemancer's mucus ooze at level 30 on the 9th Decay 122nd year of Ascendancy at 20:30 Killed by Elyra the poison ooze at level 30 on the 9th Decay 122nd year of Ascendancy at 20:43 Killed by Corrupted Oozemancer's mucus ooze at level 30 on the 9th Decay 122nd year of Ascendancy at 20:50 Killed by minotaur at level 30 on the 9th Decay 122nd year of Ascendancy at 20:58 Killed by Corrupted Oozemancer's mucus ooze at level 30 on the 9th Decay 122nd year of Ascendancy at 21:13 Killed by stone golem at level 30 on the 9th Decay 122nd year of Ascendancy at 21:22 Killed by black jelly at level 30 on the 9th Decay 122nd year of Ascendancy at 21:33 Killed by Corrupted Oozemancer's mucus ooze at level 30 on the 9th Decay 122nd year of Ascendancy at 21:47 Killed by Corrupted Oozemancer at level 30 on the 9th Decay 122nd year of Ascendancy at 21:59 Killed by Corrupted Oozemancer at level 30 on the 9th Decay 122nd year of Ascendancy at 22:17 Killed by Corrupted Oozemancer's mucus ooze at level 30 on the 9th Decay 122nd year of Ascendancy at 23:02 Killed by Corrupted Oozemancer at level 30 on the 9th Decay 122nd year of Ascendancy at 23:27 Killed by Corrupted Oozemancer at level 30 on the 9th Decay 122nd year of Ascendancy at 23:50 Killed by Corrupted Oozemancer's mucus ooze at level 30 on the 9th Decay 122nd year of Ascendancy at 23:59 Killed by Corrupted Oozemancer at level 30 on the 10th Decay 122nd year of Ascendancy at 00:09 Killed by Corrupted Oozemancer's mucus ooze at level 30 on the 10th Decay 122nd year of Ascendancy at 00:24 Killed by Corrupted Oozemancer's mucus ooze at level 30 on the 10th Decay 122nd year of Ascendancy at 00:40 Killed by Xobeth the slimy ooze at level 30 on the 10th Decay 122nd year of Ascendancy at 08:48 Killed by Xobeth the slimy ooze at level 30 on the 10th Decay 122nd year of Ascendancy at 09:03 Killed by Xobeth the slimy ooze at level 30 on the 10th Decay 122nd year of Ascendancy at 09:19 Killed by aether beam at level 33 on the 21st Regrowth 123rd year of Ascendancy at 10:09 Killed by orc necromancer at level 33 on the 21st Regrowth 123rd year of Ascendancy at 11:10 Killed by multi-hued drake at level 33 on the 21st Regrowth 123rd year of Ascendancy at 12:06 Killed by multi-hued drake at level 33 on the 21st Regrowth 123rd year of Ascendancy at 12:13 Killed by overpowered greater multi-hued wyrm at level 33 on the 21st Regrowth 123rd year of Ascendancy at 12:45 Killed by overpowered greater multi-hued wyrm at level 33 on the 21st Regrowth 123rd year of Ascendancy at 12:53 Killed by overpowered greater multi-hued wyrm at level 33 on the 21st Regrowth 123rd year of Ascendancy at 13:23 Killed by overpowered greater multi-hued wyrm at level 33 on the 21st Regrowth 123rd year of Ascendancy at 13:40 Killed by overpowered greater multi-hued wyrm at level 33 on the 21st Regrowth 123rd year of Ascendancy at 14:14 Killed by overpowered greater multi-hued wyrm at level 33 on the 21st Regrowth 123rd year of Ascendancy at 14:21 Killed by overpowered greater multi-hued wyrm at level 34 on the 21st Regrowth 123rd year of Ascendancy at 18:14 Killed by overpowered greater multi-hued wyrm at level 35 on the 21st Regrowth 123rd year of Ascendancy at 21:05 Killed by overpowered greater multi-hued wyrm at level 35 on the 21st Regrowth 123rd year of Ascendancy at 21:48 Killed by overpowered greater multi-hued wyrm at level 35 on the 21st Regrowth 123rd year of Ascendancy at 22:17 Killed by overpowered greater multi-hued wyrm at level 35 on the 21st Regrowth 123rd year of Ascendancy at 22:52 Killed by orc pyromancer at level 35 on the 22nd Regrowth 123rd year of Ascendancy at 02:29 Killed by Islenor the orc pyromancer at level 36 on the 29th Regrowth 123rd year of Ascendancy at 11:21 Killed by Islenor the orc pyromancer at level 36 on the 29th Regrowth 123rd year of Ascendancy at 11:30 Killed by orc cryomancer at level 36 on the 29th Regrowth 123rd year of Ascendancy at 11:45 Killed by Ivetira the orc pyromancer at level 36 on the 29th Regrowth 123rd year of Ascendancy at 19:02 Killed by orc high pyromancer at level 36 on the 29th Regrowth 123rd year of Ascendancy at 19:20 Killed by orc cryomancer at level 36 on the 29th Regrowth 123rd year of Ascendancy at 19:36 Killed by Layunn the orc cryomancer at level 36 on the 29th Regrowth 123rd year of Ascendancy at 20:53 Killed by orc cryomancer at level 36 on the 29th Regrowth 123rd year of Ascendancy at 21:05 Killed by Layunn the orc cryomancer at level 36 on the 29th Regrowth 123rd year of Ascendancy at 21:24 Killed by Betiwe the orc pyromancer at level 36 on the 30th Regrowth 123rd year of Ascendancy at 01:08 Killed by Bethatira the orc high cryomancer at level 36 on the 30th Regrowth 123rd year of Ascendancy at 10:05 Killed by orc cryomancer at level 36 on the 30th Regrowth 123rd year of Ascendancy at 10:13 Killed by Bethatira the orc high cryomancer at level 36 on the 30th Regrowth 123rd year of Ascendancy at 10:25 Killed by Elolrata the orc pyromancer at level 36 on the 30th Regrowth 123rd year of Ascendancy at 11:31 Killed by carrion worm mass at level 37 on the 31st Regrowth 123rd year of Ascendancy at 02:53 Killed by Velymida the orc cryomancer at level 37 on the 31st Regrowth 123rd year of Ascendancy at 05:07 Killed by Velymida the orc cryomancer at level 37 on the 31st Regrowth 123rd year of Ascendancy at 05:20 Killed by Velymida the orc cryomancer at level 37 on the 31st Regrowth 123rd year of Ascendancy at 05:37 Killed by orc cryomancer at level 37 on the 31st Regrowth 123rd year of Ascendancy at 05:46 Killed by stone golem at level 37 on the 31st Regrowth 123rd year of Ascendancy at 06:24 Killed by Vor, Grand Geomancer of the Pride at level 37 on the 31st Regrowth 123rd year of Ascendancy at 13:48 Killed by Vor, Grand Geomancer of the Pride at level 37 on the 31st Regrowth 123rd year of Ascendancy at 13:59 Killed by Vor, Grand Geomancer of the Pride at level 37 on the 31st Regrowth 123rd year of Ascendancy at 14:15 Killed by Vor, Grand Geomancer of the Pride at level 37 on the 31st Regrowth 123rd year of Ascendancy at 14:34 Killed by orc cryomancer at level 37 on the 31st Regrowth 123rd year of Ascendancy at 14:43 Killed by Vor, Grand Geomancer of the Pride at level 37 on the 31st Regrowth 123rd year of Ascendancy at 16:16 Killed by Vor, Grand Geomancer of the Pride at level 37 on the 31st Regrowth 123rd year of Ascendancy at 16:28 Killed by Vor, Grand Geomancer of the Pride at level 37 on the 31st Regrowth 123rd year of Ascendancy at 18:15 Killed by Vor, Grand Geomancer of the Pride at level 37 on the 31st Regrowth 123rd year of Ascendancy at 22:35 Killed by Vor, Grand Geomancer of the Pride at level 37 on the 31st Regrowth 123rd year of Ascendancy at 22:57 Killed by Vor, Grand Geomancer of the Pride at level 37 on the 31st Regrowth 123rd year of Ascendancy at 23:15 Killed by Arron the human at level 38 on the 34th Regrowth 123rd year of Ascendancy at 14:02 Killed by Fahaigar the human at level 38 on the 37th Regrowth 123rd year of Ascendancy at 05:25 Killed by Rmalaco the human at level 38 on the 42nd Regrowth 123rd year of Ascendancy at 17:02 Killed by Deon the human at level 38 on the 42nd Regrowth 123rd year of Ascendancy at 17:16 Killed by sanguine horror at level 38 on the 43rd Regrowth 123rd year of Ascendancy at 10:56 Killed by orc necromancer at level 38 on the 43rd Regrowth 123rd year of Ascendancy at 11:09 Killed by devourer at level 38 on the 44th Regrowth 123rd year of Ascendancy at 10:56 Killed by Ninandra, the Great Weaver at level 39 on the 44th Regrowth 123rd year of Ascendancy at 11:49 Killed by Ninandra, the Great Weaver at level 39 on the 44th Regrowth 123rd year of Ascendancy at 14:40 Killed by Elilebeth the runed bone giant at level 39 on the 45th Regrowth 123rd year of Ascendancy at 02:14 Killed by Lord of Skulls (warrior) at level 39 on the 46th Regrowth 123rd year of Ascendancy at 02:14 Killed by Rak'shor, Grand Necromancer of the Pride at level 39 on the 46th Regrowth 123rd year of Ascendancy at 02:47 Killed by Rak'shor, Grand Necromancer of the Pride at level 39 on the 46th Regrowth 123rd year of Ascendancy at 03:02 Killed by Lord of Skulls (warrior) at level 39 on the 46th Regrowth 123rd year of Ascendancy at 03:16 Killed by Rak'shor, Grand Necromancer of the Pride at level 39 on the 46th Regrowth 123rd year of Ascendancy at 03:35 Killed by Rak'shor, Grand Necromancer of the Pride at level 39 on the 46th Regrowth 123rd year of Ascendancy at 04:21 Killed by Rak'shor, Grand Necromancer of the Pride at level 39 on the 46th Regrowth 123rd year of Ascendancy at 05:24 Killed by armoured skeleton warrior at level 39 on the 46th Regrowth 123rd year of Ascendancy at 05:51 Killed by Adulle the orc master wyrmic at level 41 on the 52nd Regrowth 123rd year of Ascendancy at 03:23 Killed by Vorokira the orc mage-hunter at level 41 on the 52nd Regrowth 123rd year of Ascendancy at 03:40 Killed by Yvewe the orc soldier at level 41 on the 52nd Regrowth 123rd year of Ascendancy at 04:40 Killed by minotaur at level 41 on the 52nd Regrowth 123rd year of Ascendancy at 21:31 Killed by Yvanor the ice wyrm at level 42 on the 53rd Regrowth 123rd year of Ascendancy at 14:52 Killed by Lashing Tentacle at level 42 on the 53rd Regrowth 123rd year of Ascendancy at 17:19 Killed by Ivaldanne the Neverdead at level 45 on the 80th Regrowth 123rd year of Ascendancy at 14:40 Killed by Ivaldanne the Neverdead at level 45 on the 80th Regrowth 123rd year of Ascendancy at 16:55 Killed by shadow at level 45 on the 80th Regrowth 123rd year of Ascendancy at 18:56 Killed by dreaming horror at level 45 on the 1st Time of Balance 123rd year of Ascendancy at 06:00 Killed by dreaming horror at level 45 on the 1st Time of Balance 123rd year of Ascendancy at 06:25 Killed by elder vampire at level 45 on the 1st Pyre 123rd year of Ascendancy at 05:20 Killed by worm that walks at level 46 on the 2nd Pyre 123rd year of Ascendancy at 05:00 Killed by luminous horror at level 46 on the 2nd Pyre 123rd year of Ascendancy at 05:23 Killed by Areda the naga myrmidon at level 47 on the 3rd Pyre 123rd year of Ascendancy at 20:15 Killed by Xanuselle the runed bone giant at level 49 on the 5th Pyre 123rd year of Ascendancy at 23:50 Killed by orc corruptor at level 50 on the 8th Pyre 123rd year of Ascendancy at 22:30 Killed by shadow at level 50 on the 9th Pyre 123rd year of Ascendancy at 09:17 Killed by Elandar at level 50 on the 9th Pyre 123rd year of Ascendancy at 22:35 Killed by Elandar at level 50 on the 9th Pyre 123rd year of Ascendancy at 22:54 Killed by Argoniel at level 50 on the 9th Pyre 123rd year of Ascendancy at 23:18 Killed by Elandar at level 50 on the 9th Pyre 123rd year of Ascendancy at 23:26 Killed by thaurhereg at level 50 on the 9th Pyre 123rd year of Ascendancy at 23:38 Killed by Elandar at level 50 on the 9th Pyre 123rd year of Ascendancy at 23:49 Killed by Elandar at level 50 on the 9th Pyre 123rd year of Ascendancy at 23:57 Killed by Elandar at level 50 on the 10th Pyre 123rd year of Ascendancy at 00:41 Killed by Elandar at level 50 on the 10th Pyre 123rd year of Ascendancy at 00:50 Killed by Argoniel at level 50 on the 10th Pyre 123rd year of Ascendancy at 02:28 Killed by Elandar at level 50 on the 10th Pyre 123rd year of Ascendancy at 02:41 Killed by Elandar at level 50 on the 10th Pyre 123rd year of Ascendancy at 03:46 Killed by Elandar at level 50 on the 10th Pyre 123rd year of Ascendancy at 03:55 Killed by Argoniel at level 50 on the 10th Pyre 123rd year of Ascendancy at 04:38 Killed by Elandar at level 50 on the 10th Pyre 123rd year of Ascendancy at 05:10 Killed by Elandar at level 50 on the 10th Pyre 123rd year of Ascendancy at 20:35 |
Primary Stats
Strength | 102 (base 18) |
Dexterity | 173 (base 60) |
Constitution | 93 (base 60) |
Magic | 42 (base 16) |
Willpower | 84 (base 54) |
Cunning | 102 (base 25) |
Resources
Life | 1161/1556 |
Stamina | 5/428 |
Healing Factor | 1.3735279301986 |
Regeneration | 18.199245075131 |
Speed
Mental | -7.7715611723761E-14% |
Attack | 0% |
Movement | +40% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 7 |
See Stealth | 105.43604674199 |
See Invisible | 109.43604674199 |
Offense: Mainhand
Damage | 228 |
Accuracy | 93 |
Crit Chance | 49% |
APR | 128 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 50% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +39% |
Nature | +35% |
Blight | +22% |
Acid | +23% |
Fire | +30% |
All | +14% |
Offense: Damage Penetration
Acid | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 38 (76.987013568881%) |
Defense | 96 |
Ranged Defense | 100 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 42 |
Mental Save | 54 |
Defense: Resistances
Acid | + 24%( 70%) |
Physical | + 14%( 70%) |
Cold | + 68%( 70%) |
All | + 7%( 70%) |
Darkness | + 21%( 70%) |
Light | + 22%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 70%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 10% |
Bleed Resistance | 100% |
Confusion Resistance | 30% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 63% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Agility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Intuitive Shots |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+20). Continuum Destabilization |
beneficial effect | The target is surrounded by a magical shield, absorbing 1154/1186 damage before it crumbles. Damage Shield |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by forest wight. Escort: lost sun paladin (level 8 of Dreadfell) | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | done |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * 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 | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +7 Str / +5 Dex / +6 Wil / +6 Cun / +15 Lck Changes resistances: +12% acid Changes damage: +9% acid Critical mult.: +10.00% Stealth bonus: +13 Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +18 (+6 eff.) Life regen: +11.00 Hate when firing a critical mind attack: +3.00 Healing mod.: +20% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 40% Mag, 50% Str Damage type: Temporal darkness Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Light source | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +14 (+4 eff.) Blindness immunity: +43% Confusion immunity: +30% Light radius: +11 See stealth: +34 See invisible: +38 It can be used to activate talent Track, placing all other charms into a 31 cooldown : Effective talent level: 3.5 Power cost: 31 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +9 Str / +14 Dex / +13 Cun / +5 Con Changes resistances: +15% fire / +3% light / +15% cold Reduces incoming crit damage: 17.97% Light radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 16 cooldown : Effective talent level: 4.5 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 742.5 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 967 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +22 (+5 eff.) Changes stats: +12 Str / +8 Dex / +4 Mag / +4 Wil / +7 Cun / +12 Con Changes resistances: +32% fire Changes damage: +16% fire / +12% nature / +7% all Spellpower: +14 (+5 eff.) Mindpower: +17 (+5 eff.) Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 34 Damage (Melee): 27 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 34 Damage (Ranged): 23 physical Changes stats: +10 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 4.5 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+3 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 23 power out of 30/30) : Effective talent level: 5.5 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 43% chance to evade melee and ranged attacks and 89 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | ![]() 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. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+6 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 (+10 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 82 to 164 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. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +19 (+5 eff.) Armour: +3 Changes stats: +5 Str Changes resistances: +6% lightning / +15% nature / +6% acid Changes damage: +9% nature Spell save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +20% Only die when reaching: -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +18 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 4 temporal Changes stats: +10 Dex / +1 Mag / +6 Cun / +2 Con Changes resistances: +8% physical / +13% light / +15% darkness Reduces incoming crit damage: 5.00% Physical save: +20 (+5 eff.) Infravision radius: +3 A suit of armour made of leather. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +22 (+4 eff.) Armour: +11 Defense: +3 (+1 eff.) Fatigue: -8% Changes stats: +6 Str / +2 Dex Changes resistances: +26% cold Physical save: +12 (+3 eff.) Mental save: +11 (+3 eff.) Equilibrium when hit: +0.20 Only die when reaching: -50.00 life Maximum life: +85.00 Maximum stamina: +26.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -8% Damage when hit (Melee): 8 darkness Changes stats: +9 Str / +10 Dex / +9 Cun / +9 Con Changes resistances: +27% fire / +25% cold Changes resistances penetration: +10% acid Disease immunity: +10% Disarm immunity: +10% Life regen: +4.00 Stamina each turn: +1.00 Movement speed: +10% Healing mod.: +20% Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -1260 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1579 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -457 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 573 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() movement infusion (speed 673%; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 673% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() wild infusion (res 20%; physical; dur 4; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 310 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() blink rune (range 8; phase 27; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
![]() stormshield rune of the wizard (threshold 64; blocks 7; dur 4; cd 15) 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 64 up to 7 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 8 power out of 48/48) : Effective talent level: 5.5 Power cost: 8 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 377.15 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +12 Str / +8 Dex / +19 Wil Changes resistances: +30% fire / +15% light / +30% cold Amulets make your neck look great! |
![]() Exiler Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 113.77 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 25 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 23 power out of 30/30) : Effective talent level: 3.5 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Physical power: +20 (+5 eff.) Defense: +15 (+3 eff.) Changes damage: +8% all Spellpower: +18 (+6 eff.) Mindpower: +19 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 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! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 36 light Damage (Ranged): 40 light Changes stats: +6 Cun / +17 Mag Changes damage: +18% light Spellpower: +13 (+5 eff.) Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 34 Damage (Melee): 35 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 34 Damage (Ranged): 22 physical Changes stats: +15 Cun / +8 Wil Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Mindpower: +13 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 3.5 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
![]() caustic voratun battleaxe of massacre (73-110 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 73.0 - 109.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +63 acid / +58 nature When wielded/worn: Armour penetration: +20 Changes resistances penetration: +35% acid / +23% nature Massive two-handed battleaxes. |
![]() inquisitor's stralite battleaxe (42-62 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Deals 98 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed battleaxes. |
![]() inquisitor's voratun battleaxe (59-88 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Deals 98 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed battleaxes. |
![]() stralite battleaxe of projection (42-62 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
![]() truestriking voratun battleaxe of rage (58-88 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +68 (+12 eff.) Armour penetration: +19 Changes stats: +16 Str Changes resistances penetration: +20% physical Changes damage: +12% physical Massive two-handed battleaxes. |
![]() caustic voratun dagger of massacre (52-68 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 52.5 - 68.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +35 acid / +45 nature When wielded/worn: Armour penetration: +14 Changes resistances penetration: +18% acid / +23% nature Sharp, short and deadly. |
![]() enhanced steel dagger of ruin (10-13 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Changes stats: +5 Str / +7 Dex / +6 Mag / +7 Wil / +7 Cun / +7 Con Critical mult.: +18.00% Sharp, short and deadly. |
![]() stralite dagger of enduring (30-38 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +11 Con / +12 Wil Maximum life: +90.00 Sharp, short and deadly. |
![]() truestriking voratun dagger (36-47 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +14 Changes resistances penetration: +14% physical Sharp, short and deadly. |
![]() elemental voratun greatmaul of the mystic (64-95 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 83 acid damage (1/turn) When wielded/worn: Changes stats: +16 Mag / +16 Wil Changes resistances penetration: +38% acid Changes damage: +38% acid Spellpower: +21 (+7 eff.) Massive two-handed mauls. |
![]() plaguebringer's voratun greatmaul of crippling (67-100 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 24 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +24 blight When wielded/worn: Physical crit. chance: +21.0% Disease immunity: +36% Massive two-handed mauls. |
![]() truestriking voratun greatmaul of massacre (83-124 power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 83.0 - 124.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +33 (+6 eff.) Armour penetration: +17 Changes resistances penetration: +20% physical Massive two-handed mauls. |
![]() balanced stralite greatsword of amnesia (50-80 power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +19 (+4 eff.) Disarm immunity: +62% Massive two-handed swords. |
![]() plaguebringer's iron greatsword of massacre (26-41 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 1). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 24 Damage (Melee): +12 blight When wielded/worn: Disease immunity: +20% Massive two-handed swords. |
![]() Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 On weapon hit: * 20% chance to slow global speed by 62% Damage (Ranged): +29 fire When wielded/worn: Changes resistances: +6% blight / +12% nature Changes resistances penetration: +15% blight / +25% fire Changes damage: +18% nature / +23% fire Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes stats: +15 Con / +23 Wil Maximum life: +120.00 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +15 Changes stats: +15 Str / +14 Dex / +17 Mag / +14 Wil / +11 Cun / +17 Con Changes resistances penetration: +17% all Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes stats: +23 Con / +11 Wil Talent mastery: +0.30 Wild-gift / Fungus Maximum life: +101.00 It can be used to regenerate 246 life over 5 turns Activation puts all charms on cooldown for 16 turns. Longbows are used to shoot arrows at your foes. |
![]() penetrating dragonbone longbow of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances penetration: +38% physical Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Travel speed: +200% Damage (Ranged): +11 fire When wielded/worn: Changes stats: +3 Cun Changes damage: +14% fire Combat speed: +10% Longbows are used to shoot arrows at your foes. |
![]() balanced voratun longsword of crippling (41-57 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +13.0% Defense: +15 (+3 eff.) Disarm immunity: +49% Sharp, long, and deadly. |
![]() Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() enhanced voratun mace of massacre (61-85 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 61.0 - 85.4 Uses stat: 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: Changes stats: +13 Str / +9 Dex / +13 Mag / +11 Wil / +7 Cun / +10 Con Blunt and deadly. |
![]() thought-forged voratun mace of massacre (60-85 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 60.5 - 84.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 24% chance to reduce all saves and defense by 34 Damage (Melee): +25 mind When wielded/worn: Changes stats: +7 Cun / +6 Wil Blunt and deadly. |
![]() harmonious living mindstar of resolve (18-19 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 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: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Wil Changes resistances: +9% nature Changes resistances penetration: +10% nature Changes damage: +9% nature Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Spell save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying living mindstar of balance (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 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: Damage (Melee): 13 mind / 12 darkness Changes damage: +9% mind / +9% darkness Talent granted: +1 Attune Mindstar Physical save: +6 (+1 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +1.80 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar of disruption (16-17 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 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: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +27% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() runic drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +14.0% Changes stats: +5 Mag Changes damage: +12% arcane Spellpower: +15 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 5 power out of 6/6) : Effective talent level: 4.5 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 187.45 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (375). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+13 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() Swamppyre the dragonbone magestaff (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Con Changes resistances: +12% cold / +9% mind / +21% darkness Changes resistances penetration: +31% nature Changes damage: +30% lightning Talent granted: +1 Command Staff Mental save: +22 (+7 eff.) Stun/Freeze immunity: +25% Life regen: +2.00 Maximum life: +124.70 Spellpower: +23 (+8 eff.) Spell crit. chance: +5% Healing mod.: +50% Staves designed for wielders of magic, by the greats of the art. |
![]() blighted dragonbone magestaff of channeling (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Mana each turn: +0.60 Vim when firing critical spell: +5.00 Maximum vim: +30.00 Spellpower: +45 (+14 eff.) Spell crit. chance: +14% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 23 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal dragonbone magestaff of breaching (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +18 (+4 eff.) Changes resistances penetration: +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +23 (+8 eff.) Spell crit. chance: +5% Damage Shield penetration: +20% Damage Shield Power: +18% Staves designed for wielders of magic, by the greats of the art. |
![]() imbued dragonbone magestaff (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Talent on hit(spell): Manathrust (10% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding dragonbone starstaff of protection (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Con Changes resistances: +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Life regen: +1.80 Spellpower: +25 (+9 eff.) Spell crit. chance: +5% Healing mod.: +25% Staves designed for wielders of magic, by the greats of the art. |
![]() balanced orichalcum trident of ruin (54-86 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +19 Physical crit. chance: +20.0% Defense: +17 (+4 eff.) Critical mult.: +49.00% Disarm immunity: +55% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() caustic orichalcum trident of massacre (72-114 power, 16 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 71.5 - 114.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +63 acid / +52 nature When wielded/worn: Armour penetration: +17 Changes resistances penetration: +35% acid / +33% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() orichalcum trident (53-85 power, 16 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() warbringer's orichalcum trident of rage (54-86 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +31 (+6 eff.) Physical power: +21 (+5 eff.) Changes stats: +10 Str / +10 Con Changes resistances penetration: +21% physical Changes damage: +21% physical Disarm immunity: +42% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() warbringer's orichalcum trident of the mystic (52-84 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Physical power: +21 (+5 eff.) Changes stats: +13 Mag / +12 Wil / +9 Con Changes resistances penetration: +20% physical Disarm immunity: +42% Spellpower: +20 (+7 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Beludor the Lightsweep (38-53 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +12 nature Damage (radius 1) on hit: +16 lightning / +16 light Damage (radius 2) on crit: +25 light When wielded/worn: Damage when hit (Melee): 12 arcane / 6 light Changes resistances: +18% light Changes resistances penetration: +30% arcane / +20% lightning Changes damage: +9% arcane / +12% mind One-handed war axes. |
![]() Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() balanced dwarven-steel waraxe of enduring (22-31 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +11 Con / +9 Wil Disarm immunity: +35% Maximum life: +70.00 One-handed war axes. |
![]() blazebringer's voratun waraxe of massacre (54-75 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 53.5 - 74.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +59 fire When wielded/worn: Changes resistances penetration: +25% fire Global speed: +10% One-handed war axes. |
![]() flaming voratun waraxe of amnesia (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (radius 1) on hit: +15 fire One-handed war axes. |
![]() inquisitor's voratun waraxe of rage (41-57 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Deals 98 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Accuracy: +22 (+4 eff.) Changes stats: +10 Str Changes damage: +8% physical One-handed war axes. |
![]() stormbringer's steel waraxe of projection (12-17 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 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: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +20 lightning / +21 cold When wielded/worn: Changes resistances penetration: +13% lightning / +11% cold Movement speed: +31% One-handed war axes. |
![]() Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+3 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+2 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 16 power out of 20/20) : Effective talent level: 5.5 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 133.40 physical damage, and inflicting bleeding for another 66.70 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 100% Dex Damage type: Devouring flames Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+5 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +9% acid / +7% fire / +7% lightning / +7% cold Physical save: +11 (+3 eff.) Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+6 eff.) Confusion immunity: +40% Spellpower: +8 (+3 eff.) It can be used to activate talent See the Threads (costing 38 power out of 50/50) : Effective talent level: 2.5 Power cost: 38 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 38 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex Physical save: +9 (+2 eff.) Mental save: +8 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient elven-silk cloak of battle (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Maximum life: +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow elven-silk cloak of sorcery (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +22% darkness Changes resistances penetration: +12% darkness Changes damage: +19% darkness Stealth bonus: +23 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +21% cold Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() dreamer's woollen robe of corrosion (+24%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +24% acid / +14% darkness / +14% mind / +9% all Changes damage: +16% acid Physical save: +14 (+3 eff.) Spell save: +14 (+5 eff.) Mental save: +27 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 28% Damage when hit (Melee): 2 lightning Changes resistances: +34% lightning / +20% blight / +15% all Changes damage: +38% lightning / +18% darkness Physical save: +26 (+6 eff.) Life regen: +3.60 Maximum life: +79.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe 'Dazzlewilter' (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Str Changes resistances: +28% mind / +25% light / +15% nature / +15% all Changes resistances penetration: +31% light Changes damage: +28% mind See invisible: +27 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing elven-silk robe of time (+21%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Mag / +6 Wil Changes resistances: +15% all / +21% temporal Changes damage: +21% temporal Mana each turn: +0.40 Psi each turn: +0.33 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven cashmere robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% blight / +11% all Mental save: +21 (+6 eff.) Life regen: +3.50 Maximum life: +76.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy elven-silk robe of life (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects when hit in melee: * 9% chance to slow global speed by 62% * 9 arcane resource burn Changes resistances: +18% blight / +15% all Life regen: +4.90 Maximum life: +100.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() miner's pair of drakeskin leather boots (0 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Infravision radius: +3 A pair of boots made of leather. |
![]() scholar's pair of drakeskin leather boots of massiveness (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Str / +5 Con Changes damage: +9% physical Spellpower: +12 (+4 eff.) Size category: +1 A pair of boots made of leather. |
![]() traveler's pair of drakeskin leather boots of invasion (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -10% Changes resistances penetration: +14% physical Maximum encumbrance: +50 Physical save: +11 (+3 eff.) A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Maximum encumbrance: +38 Physical save: +11 (+3 eff.) Movement speed: +25% A pair of boots made of leather. |
![]() wanderer's pair of voratun boots of speed (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +6 Con Physical save: +24 (+6 eff.) Mental save: +17 (+5 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() wanderer's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Cun / +5 Con Physical save: +21 (+5 eff.) Mental save: +23 (+7 eff.) Stamina each turn: +0.80 Maximum stamina: +35.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +18 Dex Changes resistances: +18% blight / +4% physical / +25% darkness Silence immunity: +24% Maximum life: +118.11 Maximum stamina: +30.00 Infravision radius: +8 A cap made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+5 eff.) Mindpower: +15 (+4 eff.) This jeweled crown shimmers with colors. |
![]() defender's drakeskin leather cap of knowledge (7 def, 14 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +7 (+2 eff.) Fatigue: +5% Changes stats: +4 Cun / +3 Wil Changes resistances: +6% all Physical save: +14 (+3 eff.) Mindpower: +5 (+2 eff.) A cap made of leather. |
![]() defender's voratun helm of strength (+8) (8 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +8 Str Changes resistances: +6% all Physical save: +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() thaloren drakeskin leather cap of trickery (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +5 Dex / +8 Wil / +4 Cun Changes resistances: +14% blight Mental save: +14 (+4 eff.) A cap made of leather. |
![]() voratun helm of precognition (11 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +11 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() cleansing stralite mail armour of Eyal (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +18% nature / +15% blight Life regen: +9.00 Maximum life: +68.00 Healing mod.: +18% A suit of armour made of mail. |
![]() cleansing stralite mail armour of lightning resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +27% lightning / +17% nature / +18% blight A suit of armour made of mail. |
![]() hardened stralite mail armour of temporal resistance (4 def, 17 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +12% acid / +11% physical / +23% temporal / +10% fire / +11% lightning / +11% cold A suit of armour made of mail. |
![]() Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+4 eff.) It can be used to turn yourself invisible (power 34, based on Cunning and Magic) for 10 turns Activation costs 38 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() enlightening drakeskin leather armour of thunder (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+6 eff.) Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Mag / +13 Wil / +8 Cun Changes resistances: +20% lightning Mental save: +21 (+6 eff.) Spellpower: +25 (+9 eff.) Spell crit. chance: +8% Mindpower: +21 (+6 eff.) Mental crit. chance: +7% A suit of armour made of leather. |
![]() nimble drakeskin leather armour of Eyal (26 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +26 (+5 eff.) Fatigue: +8% Changes stats: +10 Dex Life regen: +9.00 Maximum life: +75.00 Movement speed: +20% Healing mod.: +19% A suit of armour made of leather. |
![]() volcanic drakeskin leather armour (20 def, 23 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +20 (+4 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 10 fire Changes resistances: +30% fire / +30% physical A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+4 eff.) Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 249.66 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 19 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() fortifying voratun plate armour of the dragon (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +6 Str / +6 Con Changes resistances: +15% acid / +13% physical / +13% cold / +11% lightning / +12% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +34% Stun/Freeze immunity: +40% Knockback immunity: +38% Maximum life: +91.00 A suit of armour made of metal plates. |
![]() rejuvenating voratun plate armour of acid resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +22% acid Life regen: +6.30 Stamina each turn: +2.30 A suit of armour made of metal plates. |
![]() rejuvenating voratun plate armour of command (14 def, 25 armour) Requires: - Massive armour training - Strength 60 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +14 (+3 eff.) Fatigue: +22% Changes stats: +5 Cun Mental save: +20 (+6 eff.) Life regen: +6.10 Stamina each turn: +2.20 A suit of armour made of metal plates. |
![]() rejuvenating voratun plate armour of stability (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +9% physical Physical save: +23 (+6 eff.) Life regen: +6.30 Stamina each turn: +2.50 A suit of armour made of metal plates. |
![]() reinforced voratun shield of the stars (0 def, 21 armour, 283 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces 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: +21 Fatigue: +8% Changes stats: +8 Cun / +11 Mag Changes resistances: +19% light / +19% darkness Changes damage: +18% light / +19% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.0 - 98.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +23 Crit. chance: +3.0% Capacity: 19 Travel speed: +240% Damage (Ranged): +24 acid / +45 cold Damage (radius 1) on hit: +24 physical Damage (radius 2) on crit: +16 acid When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 70% Str, 50% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 77.5 - 108.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +24.0% Capacity: 23 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 228 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 77.5 - 108.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +17.0% Capacity: 18 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.0 - 63.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 17 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 228 physical damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Ranged): +26 physical Arrows are used with bows to pierce your foes to death. |
![]() sentry's quiver of dragonbone arrows of amnesia (41/44, 70-98 power, 35 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.0 - 98.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +35 Crit. chance: +3.0% Capacity: 44 Turns elapse between self-loadings: 1 On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) 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 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 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 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-6 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+6 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. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 61 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +6% temporal Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Spellpower: +5 (+2 eff.) Light radius: +3 See stealth: +6 See invisible: +5 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. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +9 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 98). It can be used to release absorbed darkness in a 9 radius cone with a 90% chance to blind (based on lite radius), dealing 242.82 darkness damage (based on Mindpower and charge) Activation costs 8 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() bright dwarven lantern of focus Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Wil Changes damage: +8% mind Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +9% darkness Changes damage: +14% light Damage affinity(heal): +5% light Spellpower: +12 (+4 eff.) Light radius: +10 It can be used to activate talent Sun Flare, placing all other charms into a 23 cooldown : Effective talent level: 4.5 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 173.91 light damage. At talent level 3 you gain 30% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 12 power out of 25/25) : Effective talent level: 6.5 Power cost: 12 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 16 power out of 25/25) : Effective talent level: 4.5 Power cost: 16 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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 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 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 8 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. |
![]() 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. |
![]() 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 153 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking all creatures back 16 spaces and dealing 644 physical damage Activation puts all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 8 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() focusing dragonbone totem of stinging [power 536] (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 724 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 908 Activation puts all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 512 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 16 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 536 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 16 turns. When used: * Increase all damage penetration by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +3% darkness / +12% fire Changes resistances penetration: +10% light Cut immunity: +20% Infravision radius: +1 Healing mod.: +10% It can be used to create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 16 turns. When used: * Reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Skel Arch the Skeleton Archer level 30
9th Allure 123rd year of Ascendancy at 08:01 see stats
By Skel Arch the Skeleton Archer level 38
32nd Regrowth 123rd year of Ascendancy at 12:16 see stats
By Skel Arch the Skeleton Archer level 33
21st Regrowth 123rd year of Ascendancy at 12:04 see stats
By Skel Arch the Skeleton Archer level 32
9th Regrowth 123rd year of Ascendancy at 22:04 see stats
By Skel Arch the Skeleton Archer level 15
10th Dusk 122nd year of Ascendancy at 18:11 see stats
By Skel Arch the Skeleton Archer level 31
6th Regrowth 123rd year of Ascendancy at 07:57 see stats
By Skel Arch the Skeleton Archer level 38
42nd Regrowth 123rd year of Ascendancy at 18:01 see stats
By Skel Arch the Skeleton Archer level 50
11st Pyre 123rd year of Ascendancy at 03:23 see stats
By Skel Arch the Skeleton Archer level 18
57th Dusk 122nd year of Ascendancy at 23:00 see stats
By Skel Arch the Skeleton Archer level 29
51st Haze 122nd year of Ascendancy at 04:45 see stats
By Skel Arch the Skeleton Archer level 45
80th Regrowth 123rd year of Ascendancy at 22:00 see stats
By Skel Arch the Skeleton Archer level 22
13rd Haze 122nd year of Ascendancy at 02:27 see stats
By Skel Arch the Skeleton Archer level 35
21st Regrowth 123rd year of Ascendancy at 23:09 see stats
By Skel Arch the Skeleton Archer level 10
6th Mirth 122nd year of Ascendancy at 07:44 see stats
By Skel Arch the Skeleton Archer level 20
1st Haze 122nd year of Ascendancy at 19:58 see stats
By Skel Arch the Skeleton Archer level 30
3rd Decay 122nd year of Ascendancy at 16:36 see stats
By Skel Arch the Skeleton Archer level 40
46th Regrowth 123rd year of Ascendancy at 06:10 see stats
By Skel Arch the Skeleton Archer level 50
7th Pyre 123rd year of Ascendancy at 00:49 see stats
By Skel Arch the Skeleton Archer level 30
10th Decay 122nd year of Ascendancy at 01:07 see stats
By Skel Arch the Skeleton Archer level 44
79th Regrowth 123rd year of Ascendancy at 18:20 see stats
By Skel Arch the Skeleton Archer level 18
59th Dusk 122nd year of Ascendancy at 18:18 see stats
By Skel Arch the Skeleton Archer level 28
37th Haze 122nd year of Ascendancy at 20:01 see stats
By Skel Arch the Skeleton Archer level 30
10th Decay 122nd year of Ascendancy at 01:14 see stats
By Skel Arch the Skeleton Archer level 25
33rd Haze 122nd year of Ascendancy at 22:26 see stats
By Skel Arch the Skeleton Archer level 32
6th Regrowth 123rd year of Ascendancy at 09:27 see stats
By Skel Arch the Skeleton Archer level 11
3rd Summertide 122nd year of Ascendancy at 16:27 see stats
By Skel Arch the Skeleton Archer level 11
8th Mirth 122nd year of Ascendancy at 01:09 see stats
By Skel Arch the Skeleton Archer level 43
79th Regrowth 123rd year of Ascendancy at 08:31 see stats
By Skel Arch the Skeleton Archer level 20
3rd Haze 122nd year of Ascendancy at 14:10 see stats
By Skel Arch the Skeleton Archer level 11
9th Mirth 122nd year of Ascendancy at 17:03 see stats
By Skel Arch the Skeleton Archer level 23
30th Haze 122nd year of Ascendancy at 11:30 see stats
By Skel Arch the Skeleton Archer level 16
29th Dusk 122nd year of Ascendancy at 14:59 see stats
By Skel Arch the Skeleton Archer level 25
34th Haze 122nd year of Ascendancy at 01:05 see stats
Log
Skel Arch's Volley hits Multi-hued drake hatchling for 372 temporal, 191 darkness, 83 lightning, 21 physical (667 total damage).
Skel Arch's Volley hits Multi-hued drake hatchling for 364 temporal, 364 darkness, 83 lightning (812 total damage).
Skel Arch's Volley hits Multi-hued drake hatchling for 194 temporal, 194 darkness, 83 lightning, 21 physical (492 total damage).
Skel Arch's Volley hits Multi-hued drake hatchling for 187 temporal, 187 darkness (374 total damage).
Skel Arch's Volley killed Multi-hued drake hatchling!
Skel Arch's Volley killed Multi-hued drake hatchling!
Skel Arch's Volley killed Multi-hued drake hatchling!
Skel Arch shoots!
Skel Arch's Shoot performs a ranged critical strike against Multi-hued drake hatchling!
Skel Arch's Shoot hits Multi-hued drake hatchling for 438 temporal damage.
Skel Arch's Shoot killed Multi-hued drake hatchling!
Skel Arch uses Vital Shot.
Elandar casts a protective shield just in time!
Elandar is stunned!
Elandar is crippled.
Elandar's is vulnerable to attacks and effects!
Skel Arch casts Spatial Tether.
Skel Arch's spell attains critical power!
Elandar has been tethered!
Skel Arch's Vital Shot hits Elandar for (223 absorbed), 0 temporal, (302 absorbed), 0 darkness, (47 absorbed), 0 lightning, (11 absorbed), 0 physical (0 total damage).
Elandar casts Strike.
Talent Fragmentation Shot is ready to use.
Wretchling's acid area effect hits Skel Arch for (33 absorbed), 0 acid (0 total damage).
Skel Arch uses Shoot Down.
Skel Arch shoots down 'Elandar's Strike'!
Saving game...
Saving done.