










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Drem |
Class | Doombringer |
Level / Exp | 36 / 7% |
Size | big |
Lifes / Deaths | Killed by plasmic disruptor at level 1 on the 16th Voratun 122nd year of Ascendancy at 14:15 / 50Killed by protoplasmic controller at level 1 on the 16th Voratun 122nd year of Ascendancy at 21:16 Killed by The Spinal Cord at level 2 on the 17th Voratun 122nd year of Ascendancy at 15:06 Killed by The Spinal Cord at level 2 on the 17th Voratun 122nd year of Ascendancy at 15:45 Killed by corrupted dendritic hemospinner at level 5 on the 18th Voratun 122nd year of Ascendancy at 02:49 Killed by bandit at level 5 on the 1st Acquisition 122nd year of Ascendancy at 07:55 Killed by ghast at level 5 on the 2nd Acquisition 122nd year of Ascendancy at 03:19 Killed by green worm mass at level 5 on the 2nd Acquisition 122nd year of Ascendancy at 09:44 Killed by Forest Troll Hedge-Wizard at level 6 on the 2nd Acquisition 122nd year of Ascendancy at 22:45 Killed by Nsdoie the thalore at level 11 on the 15th Dearth 122nd year of Ascendancy at 01:00 Killed by Ickai the human at level 11 on the 28th Shortage 122nd year of Ascendancy at 00:23 Killed by Lisoldatira the white jelly at level 15 on the 31st Steel 123rd year of Ascendancy at 13:36 Killed by corrupted red ooze at level 16 on the 36th Steel 123rd year of Ascendancy at 12:44 Killed by venom drake hatchling at level 17 on the 38th Steel 123rd year of Ascendancy at 19:33 Killed by corrupted venom drake hatchling at level 17 on the 38th Steel 123rd year of Ascendancy at 21:10 Killed by Horned Horror at level 17 on the 39th Steel 123rd year of Ascendancy at 07:05 Killed by Horned Horror at level 17 on the 39th Steel 123rd year of Ascendancy at 08:39 Killed by Poltergeist Kinetic Focus at level 25 on the 22nd Stralite 123rd year of Ascendancy at 05:21 Killed by elven cultist at level 26 on the 43rd Stralite 123rd year of Ascendancy at 12:49 Killed by Bethathra the awoken tentacle tree at level 27 on the 8th Voratun 123rd year of Ascendancy at 15:22 Killed by dread at level 28 on the 16th Voratun 123rd year of Ascendancy at 06:50 Killed by Borfast the Broken at level 29 on the 17th Voratun 123rd year of Ascendancy at 07:20 Killed by skeleton warrior at level 29 on the 17th Voratun 123rd year of Ascendancy at 12:23 Killed by ghoul at level 30 on the 25th Voratun 123rd year of Ascendancy at 03:11 Killed by skeleton assassin at level 30 on the 25th Voratun 123rd year of Ascendancy at 04:41 Killed by armoured skeleton warrior at level 31 on the 25th Voratun 123rd year of Ascendancy at 06:48 Killed by greater multi-hued wyrm at level 31 on the 27th Voratun 123rd year of Ascendancy at 04:11 Killed by greater multi-hued wyrm at level 31 on the 27th Voratun 123rd year of Ascendancy at 05:47 Killed by multi-hued drake at level 31 on the 27th Voratun 123rd year of Ascendancy at 15:19 Killed by multi-hued drake at level 31 on the 27th Voratun 123rd year of Ascendancy at 18:22 Killed by Glorywyn the cave troll at level 32 on the 2nd Profit 123rd year of Ascendancy at 19:04 Killed by Golbug the Destroyer at level 32 on the 4th Profit 123rd year of Ascendancy at 06:13 Killed by Yvinne the animated mummy wrappings at level 34 on the 29th Profit 123rd year of Ascendancy at 07:38 Killed by Zuboratta the patchwork troll at level 34 on the 29th Profit 123rd year of Ascendancy at 22:43 Killed by Ivudherin the giant yellow ant at level 34 on the 30th Profit 123rd year of Ascendancy at 03:37 Killed by Silath the stone troll at level 34 on the 30th Profit 123rd year of Ascendancy at 11:09 Killed by Silath the stone troll at level 34 on the 30th Profit 123rd year of Ascendancy at 12:47 Killed by Ivorann the ancient elven mummy at level 34 on the 30th Profit 123rd year of Ascendancy at 20:58 Killed by Greater Mummy Lord at level 34 on the 31st Profit 123rd year of Ascendancy at 05:11 Killed by Greater Mummy Lord at level 34 on the 31st Profit 123rd year of Ascendancy at 06:42 Killed by Greater Mummy Lord at level 34 on the 31st Profit 123rd year of Ascendancy at 08:21 Killed by Greater Mummy Lord at level 34 on the 31st Profit 123rd year of Ascendancy at 14:50 Killed by Greater Mummy Lord at level 34 on the 31st Profit 123rd year of Ascendancy at 15:50 Killed by Greater Mummy Lord at level 34 on the 31st Profit 123rd year of Ascendancy at 17:21 Killed by storm drake at level 34 on the 31st Profit 123rd year of Ascendancy at 20:52 Killed by Silaragama the ancient elven mummy at level 34 on the 32nd Profit 123rd year of Ascendancy at 14:28 Killed by Zubelaith the elder vampire at level 34 on the 33rd Profit 123rd year of Ascendancy at 17:35 Killed by Zubelaith the elder vampire at level 34 on the 33rd Profit 123rd year of Ascendancy at 19:23 Killed by Asmobo's Inner Demon at level 34 on the 36th Profit 123rd year of Ascendancy at 08:34 Killed by Cyrabeth the awoken tentacle tree at level 35 on the 36th Profit 123rd year of Ascendancy at 17:54 |
Primary Stats
Strength | 126 (base 60) |
Dexterity | 18 (base 10) |
Constitution | 29 (base 12) |
Magic | 50 (base 32) |
Willpower | 32 (base 10) |
Cunning | 74 (base 60) |
Resources
Life | 1023/1023 |
Stamina | 240/240 |
Vim | 205/205 |
Healing Factor | 1.2824687383468 |
Regeneration | 11.877323649659 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 13 |
See Stealth | 42.801895426883 |
See Invisible | 42.801895426883 |
Offense: Mainhand
Damage | 177 |
Accuracy | 51 |
Crit Chance | 50% |
APR | 10 |
Speed | 1.11 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Darkness | +20% |
Arcane | +26% |
All | +5% |
Offense: Damage Penetration
Lightning | +5% |
Physical | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 27.1 (30%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 0 |
Physical Save | 57 |
Spell Save | 42 |
Mental Save | 41 |
Defense: Resistances
Acid | + 48%( 70%) |
Physical | + 45%( 70%) |
Temporal | + 24%( 70%) |
Nature | + 24%( 70%) |
Arcane | + 57%( 70%) |
Darkness | + 36%( 70%) |
All | + 19%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 33% |
Bleed Resistance | 50% |
Confusion Resistance | 55% |
Knockback Resistance | 100% |
Stun Resistance | 29% |
Poison Resistance | 60% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 567% 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. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 4 turns and blocking 194 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 402 damage for 6 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 300 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Corruption / Wrath | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Fearfire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Oppression | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Horrifying Blows |
talent | Share the Pain |
talent | Eternal Suffering |
talent | Precise Strikes |
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 | done |
You failed to protect the injured seer from death by thought-forged bowman. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the injured seer from death by lesser vampire. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by giant venus flytrap. Escort: lone alchemist (level 2 of Trollmire) | failed |
You failed to protect the lost defiler from death by Giriabeth the degenerated skeleton warrior. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lost warrior from death by forest troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by spitting spider. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Liseta the giant carpenter ant. Escort: repented thief (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Arowe the skeleton warrior. Escort: repented thief (level 4 of Dreadfell) | failed |
You failed to protect the repented thief from death by skeleton master archer. Escort: repented thief (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 459. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed green worm. * You've found the needed snow giant kidney. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed vampire lord fang. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed naga tongue. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | 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 |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +33% Confusion immunity: +25% Stun/Freeze immunity: +29% Movement speed: +25% A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Changes stats: +5 Wil Critical mult.: +17.00% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 50 power out of 60/60) : Effective talent level: 1.0 Power cost: 50 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +4 Str / +2 Dex Changes resistances: +12% acid / +6% temporal Physical save: +18 (+5 eff.) Blindness immunity: +20% Life regen: +4.00 Infravision radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +5% all Spellpower: +8 (+3 eff.) Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 34% Changes stats: +5 Dex / +12 Cun / +8 Lck Changes resistances: +24% acid Trap disarming bonus: +18 Stealth bonus: +10 Infravision radius: +8 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +0.0% Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 126 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
On hands | ![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +5 (+1 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Cun Changes resistances: +9% darkness / +1% physical Changes resistances penetration: +20% physical Changes damage: +6% arcane Only die when reaching: -80.00 life Maximum stamina: +10.00 Infravision radius: +2 When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 83% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +15 darkness It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 2.4 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 It is part of a set of items. When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +15% physical / +35% arcane / +15% all Physical save: +25 (+7 eff.) Spell save: +35 (+12 eff.) Blindness immunity: +0% Poison immunity: +60% Disease immunity: +60% Stun/Freeze immunity: +0% It can be used to recover the Crystal Heart (destroys this armour) Activation costs 1 power out of 1/1. A cloth vestment. It offers no intrinsic protection but can be enchanted. Transformed with the power of the Spellblaze. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 24 power out of 28/28) : Effective talent level: 2.2 Power cost: 24 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 104.64 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +6% nature / +3% physical Changes resistances penetration: +5% lightning / +5% physical Cut immunity: +50% Stamina each turn: +1.00 Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 29 cooldown : Effective talent level: 1.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 615% 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. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 291.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 149.10 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +11 Defense: +23 (+11 eff.) Changes stats: +5 Mag / +6 Wil / +9 Cun Changes damage: +9% cold Disease immunity: +15% Hate when firing a critical mind attack: +2.00 Spellpower: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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! It was changed by the digestive sack. |
![]() Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.66 cold and 13.27 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 50 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Damage when hit (Melee): 6 fire Changes resistances: +12% temporal Changes damage: +12% fire Physical save: +3 (+1 eff.) Blindness immunity: +20% Spellpower: +7 (+3 eff.) Mindpower: +8 (+3 eff.) Healing mod.: +10% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +25.00 Rings make your fingers look great! |
![]() elemental dwarven-steel battleaxe of shearing (139% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 81 acid damage (1/turn) When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +7 Changes resistances penetration: +7% acid / +9% all Changes damage: +9% acid Massive two-handed battleaxes. |
![]() acidic dwarven-steel dagger (119% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 120% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 Sharp, short and deadly. |
![]() acidic dwarven-steel dagger of crippling (116% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 When wielded/worn: Physical crit. chance: +7.0% Sharp, short and deadly. |
![]() elemental dwarven-steel dagger (117% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 81 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +7% acid Changes damage: +13% acid Sharp, short and deadly. |
![]() plaguebringer's dwarven-steel dagger (122% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 122% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 24 Damage (Melee): +8 blight When wielded/worn: Disease immunity: +21% Sharp, short and deadly. |
![]() plaguebringer's dwarven-steel dagger of evisceration (112% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 112% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 24 On weapon crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +9 blight When wielded/worn: Physical crit. chance: +9.0% Physical power: +6 (+1 eff.) Disease immunity: +18% Sharp, short and deadly. |
![]() truestriking stralite dagger of daylight (131% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x 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% Damage (Melee): +6 light Damage against: +5% Undead When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +7% physical Sharp, short and deadly. |
![]() warbringer's steel greatmaul (132% power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 132% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +9% physical Disarm immunity: +18% Massive two-handed mauls. |
![]() chilling dwarven-steel greatsword of daylight (144% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 light / +20 cold Damage against: +21% Undead Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of dampening (148% power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 148% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +9 Changes resistances: +13% acid / +13% lightning / +14% fire / +14% cold / +3% all Changes resistances penetration: +9% physical Spell save: +12 (+4 eff.) Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 acid When wielded/worn: Accuracy: +31 (+9 eff.) Defense: +28 (+14 eff.) Effects on melee hit: * 20% chance to reduce armor by 34% Changes stats: +19 Str / +16 Dex / +13 Mag / +13 Wil / +16 Cun / +16 Con Changes resistances: +18% fire Changes resistances penetration: +5% fire Changes damage: +6% acid Disarm immunity: +116% Massive two-handed swords. |
![]() warbringer's dwarven-steel greatsword (144% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 145% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +12% physical Disarm immunity: +21% Massive two-handed swords. |
![]() ash longbow of fire Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +12 fire When wielded/worn: Changes damage: +15% fire Longbows are used to shoot arrows at your foes. |
![]() steel longsword of crippling (115% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 115% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +8.0% Sharp, long, and deadly. |
![]() Kinetic Focus (88% power, 18 apr, physical damage) Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
![]() Isegaba the Blazeobsidian Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +12 Changes stats: +9 Con / +6 Wil Changes resistances penetration: +15% blight / +14% all Changes damage: +12% lightning Maximum life: +12.00 Slings are used to hurl stones or metal shots at your foes. |
![]() ethereal yew magestaff (120% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +13 (+6 eff.) Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +14 (+5 eff.) Spell crit. chance: +3% Damage Shield penetration: +16% Damage Shield Power: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() surging yew vilestaff of might (120% power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% acid Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() steady dwarven-steel steamgun of tinkering (+4) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +3.0% Changes stats: +4 Cun Steampower: +9 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() flaming dwarven-steel waraxe of shearing (124% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +7 fire When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +8% all One-handed war axes. |
![]() truestriking dwarven-steel waraxe (125% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical One-handed war axes. |
![]() Rags of the Sanctuary of lightning (+18%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% lightning / +7% all Changes damage: +12% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cashmere robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +12% all Spellpower: +13 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven cashmere robe of time (+16%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all / +16% temporal Changes damage: +16% temporal Spell save: +20 (+7 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Maximum encumbrance: +25 Physical save: +8 (+3 eff.) Stamina each turn: +0.50 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() alchemist's voratun gauntlets of the starseeker (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 5 acid / 5 fire / 5 cold / 5 lightning Changes stats: +4 Mag / +3 Wil / +3 Cun Changes resistances: +8% light / +5% darkness Infravision radius: +1 When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% Damage (Melee): +4 ice / +14 fire / +5 acid / +10 lightning Damage (radius 2) on crit: +13 light / +27 darkness It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 70.29 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane Changes stats: +2 Str / +4 Dex / +5 Mag / +4 Wil / +3 Cun Changes resistances: +4% arcane Changes damage: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Spellpower: +6 (+2 eff.) When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +4 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +11 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic dwarven-steel gauntlets of magic (+3) (0 def, 6 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +3 Mag Changes damage: +4% arcane Mental save: +7 (+2 eff.) Maximum life: +55.00 When used to modify unarmed attacks: Power: 125% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). Damage (Melee): +4 arcane Damage (radius 2) on crit: +8 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +12% temporal / +7% cold Changes damage: +6% cold Allows you to breathe in: water A cap made of leather. |
![]() werebeast's dwarven-steel helm of constitution (+2) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +3 Dex / +3 Cun / +7 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() enlightening dwarven-steel mail armour of stability (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +6% physical Physical save: +14 (+4 eff.) Mental save: +13 (+4 eff.) A suit of armour made of mail. |
![]() impenetrable dwarven-steel mail armour of Eyal (3 def, 15 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +2.00 Maximum life: +25.00 Healing mod.: +13% A suit of armour made of mail. |
![]() hardened leather armour of fire resistance (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes resistances: +19% fire A suit of armour made of leather. |
![]() hardened leather armour of the wind (16 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +3.0% Armour: +6 Defense: +16 (+8 eff.) Fatigue: +8% Stamina each turn: +0.80 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 29 cooldown : Effective talent level: 4.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 177 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() marauder's hardened leather armour of the hero (13 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +13 (+6 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Dex / +5 Mag / +4 Wil / +6 Cun Physical save: +9 (+3 eff.) Maximum life: +32.00 A suit of armour made of leather. |
![]() rejuvenating hardened leather armour of cold resistance (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes resistances: +18% cold Life regen: +2.70 Stamina each turn: +0.80 A suit of armour made of leather. |
![]() rejuvenating hardened leather armour of resilience (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Life regen: +3.20 Stamina each turn: +1.30 Maximum life: +27.00 A suit of armour made of leather. |
![]() troll-hide hardened leather armour of the wind (17 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Armour: +6 Defense: +17 (+8 eff.) Fatigue: +8% Life regen: +7.20 Stamina each turn: +0.50 Maximum life: +32.00 Healing mod.: +11% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 29 cooldown : Effective talent level: 5.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 195 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() volcanic hardened leather armour (9 def, 13 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +13 Defense: +9 (+4 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +15% fire / +16% physical A suit of armour made of leather. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() reinforced dwarven-steel shield (0 def, 10 armour, 138% power, 127.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 138% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +128 When wielded/worn: Armour: +10 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() thought-forged quiver of yew arrows (14/14, 140% power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 140% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 14 Turns elapse between self-loadings: 6 On weapon hit: * 20% chance to reduce all saves and defense by 27 Damage (Ranged): +11 mind 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 / 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 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +28.00 Maximum stamina: +23.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere Activation costs 1 power out of 2021/2021. A set of 2021 tiny explosive spheres. |
![]() 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 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 It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 168 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() acidic pouch of dwarven-steel shots (16/16, 138% power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 139% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 16 On weapon crit: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 Shots are used with slings to pummel your foes to death. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 100 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 29 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 25 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 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 / 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: 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. |
Achievements
By Asmobo the Drem Doombringer level 31
30th Voratun 123rd year of Ascendancy at 08:52 see stats
By Asmobo the Drem Doombringer level 20
4th Gold 123rd year of Ascendancy at 08:02 see stats
By Asmobo the Drem Doombringer level 27
7th Voratun 123rd year of Ascendancy at 21:16 see stats
By Asmobo the Drem Doombringer level 32
1st Profit 123rd year of Ascendancy at 00:02 see stats
By Asmobo the Drem Doombringer level 24
20th Stralite 123rd year of Ascendancy at 17:40 see stats
By Asmobo the Drem Doombringer level 11
32nd Profit 122nd year of Ascendancy at 10:34 see stats
By Asmobo the Drem Doombringer level 32
4th Profit 123rd year of Ascendancy at 07:43 see stats
By Asmobo the Drem Doombringer level 35
37th Profit 123rd year of Ascendancy at 12:05 see stats
By Asmobo the Drem Doombringer level 29
17th Voratun 123rd year of Ascendancy at 19:31 see stats
By Asmobo the Drem Doombringer level 18
43rd Steel 123rd year of Ascendancy at 07:38 see stats
By Asmobo the Drem Doombringer level 20
4th Gold 123rd year of Ascendancy at 08:31 see stats
By Asmobo the Drem Doombringer level 10
5th Profit 122nd year of Ascendancy at 02:39 see stats
By Asmobo the Drem Doombringer level 20
45th Steel 123rd year of Ascendancy at 23:31 see stats
By Asmobo the Drem Doombringer level 30
20th Voratun 123rd year of Ascendancy at 22:49 see stats
By Asmobo the Drem Doombringer level 28
13rd Voratun 123rd year of Ascendancy at 07:29 see stats
By Asmobo the Drem Doombringer level 18
40th Steel 123rd year of Ascendancy at 14:08 see stats
By Asmobo the Drem Doombringer level 20
4th Gold 123rd year of Ascendancy at 08:02 see stats
By Asmobo the Drem Doombringer level 31
25th Voratun 123rd year of Ascendancy at 06:38 see stats
By Asmobo the Drem Doombringer level 10
6th Profit 122nd year of Ascendancy at 05:08 see stats
By Asmobo the Drem Doombringer level 20
4th Gold 123rd year of Ascendancy at 08:02 see stats
By Asmobo the Drem Doombringer level 25
30th Stralite 123rd year of Ascendancy at 08:50 see stats
By Asmobo the Drem Doombringer level 16
35th Steel 123rd year of Ascendancy at 00:59 see stats
By Asmobo the Drem Doombringer level 18
43rd Steel 123rd year of Ascendancy at 08:10 see stats
By Asmobo the Drem Doombringer level 25
29th Stralite 123rd year of Ascendancy at 15:54 see stats
By Asmobo the Drem Doombringer level 25
23rd Stralite 123rd year of Ascendancy at 08:51 see stats
By Asmobo the Drem Doombringer level 15
31st Steel 123rd year of Ascendancy at 03:31 see stats
By Asmobo the Drem Doombringer level 30
25th Voratun 123rd year of Ascendancy at 06:17 see stats