









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Embers of Rage 1.7.4Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official 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 | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Writhing One |
Level / Exp | 50 / 921% |
Size | big |
Lifes / Deaths | Killed by Xanoba the copperhead snake at level 37 on the 51st Regrowth 123rd year of Ascendancy at 07:56 0 / 9Killed by Xanoba the copperhead snake at level 37 on the 51st Regrowth 123rd year of Ascendancy at 10:06 Killed by emperor wight at level 50 on the 22nd Pyre 124th year of Ascendancy at 10:46 Killed by Argoniel at level 50 on the 27th Pyre 124th year of Ascendancy at 02:22 Killed by carrion worm mass at level 50 on the 27th Pyre 124th year of Ascendancy at 04:59 Killed by Mirror Image (Elandar) at level 50 on the 27th Pyre 124th year of Ascendancy at 07:15 Killed by Elandar at level 50 on the 27th Pyre 124th year of Ascendancy at 10:09 Killed by Elandar at level 50 on the 27th Pyre 124th year of Ascendancy at 12:13 Killed by Elandar at level 50 on the 27th Pyre 124th year of Ascendancy at 12:17 |
Primary Stats
Strength | 44 (base 16) |
Dexterity | 80 (base 64) |
Constitution | 45 (base 31) |
Magic | 134 (base 65) |
Willpower | 27 (base 7) |
Cunning | 78 (base 60) |
Resources
Life | -462/1653 |
Mana | 479/479 |
Insanity | 99/100 |
Vim | 296/296 |
Healing Factor | 1.7111689881047 |
Regeneration | 61.345408223552 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 3.1032241298366 |
See Invisible | 16 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 200 |
Accuracy | 75 |
Crit Chance | 63% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 91 |
Crit Chance | 80% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +48% |
Blight | +75% |
Physical | +78% |
Mind | +53% |
All | +29% |
Darkness | +236% |
Light | +91% |
Temporal | +37% |
Lightning | +35% |
Offense: Damage Penetration
Nature | +35% |
Acid | +35% |
Lightning | +50% |
Darkness | +65% |
Mind | +30% |
Arcane | +35% |
Fire | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 11 (35.65183292883%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 50 |
Mental Save | 44 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 53%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 30%( 70%) |
All | + 18%( 70%) |
Darkness | + 70%( 70%) |
Physical | + 31%( 70%) |
Lightning | + 30%( 70%) |
Mind | + 28%( 70%) |
Fire | + 35%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 60% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
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 770 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 208 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 864 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 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
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 3/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You failed to protect the lost defiler from death by carrion worm mass. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Salamith the snow giant. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the worried loremaster from death by Gilralaith the stone troll. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the worried loremaster from death by Ce'Nivea the black mamba. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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. | 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2924. | 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. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
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 |
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. | done |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 26% chance to reduce damage dealt by 22% Damage when hit (Melee): 4 light Changes stats: +10 Str / +10 Mag / +10 Con Changes resistances: +15% lightning Changes resistances penetration: +10% darkness / +25% lightning Changes damage: +10% acid / +10% physical / +9% darkness / +10% blight / +6% lightning Disease immunity: +50% Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Spellpower: +8 (+2 eff.) Light radius: +2 Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 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 (+4 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 97, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 473.82 darkness damage (based on Mindpower and charge) Activation costs 10 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. |
On head | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Mag / +4 Con Changes resistances: +16% physical / +19% darkness / +6% blight / +12% fire / +15% cold Changes damage: +29% physical / +23% darkness / +6% blight / +12% light / +8% temporal Maximum hate: +11.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 48% Changes resistances: +6% acid Changes resistances penetration: +10% acid Changes damage: +9% acid / +18% darkness It can be used to sting an enemy dealing 699 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage penetration by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag / +6 Wil / +6 Cun Changes resistances: +9% blight Stun/Freeze immunity: +38% Life regen: +19.00 Mana when firing critical spell: +2.00 Maximum life: +70.00 Spellpower: +10 (+2 eff.) Healing mod.: +14% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +15 Mag Changes resistances: +36% darkness Changes resistances penetration: +10% nature / +15% fire Changes damage: +18% darkness / +10% all Critical mult.: +5.00% Spell save: +20 (+6 eff.) Silence immunity: +50% Mana each turn: +0.52 Mana when firing critical spell: +2.19 Spell crit. chance: +5% Mental crit. chance: +5% Damage Shield penetration: +20% Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Changes stats: +10 Wil / +11 Mag Changes resistances: +9% blight Changes resistances penetration: +5% mind Changes damage: +15% mind / +6% blight Life regen: +3.60 Maximum life: +55.00 Spell crit. chance: +5% Light radius: +2 Healing mod.: +14% A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +8.0% Physical power: +13 (+2 eff.) Changes resistances: +9% fire Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Physical save: +12 (+6 eff.) Spell save: +14 (+4 eff.) Mental save: +13 (+5 eff.) Blindness immunity: +20% Pinning immunity: +20% Life regen: +2.00 Spellpower: +23 (+5 eff.) Spell crit. chance: +26% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +6 Cun Changes resistances: +45% darkness / +12% mind / +5% arcane / +15% all Changes resistances penetration: +10% arcane Changes damage: +52% darkness / +9% mind / +35% light / +19% all Spellpower: +28 (+6 eff.) Spell crit. chance: +9% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Dex / +1 Mag / +4 Wil Changes resistances: +19% blight / +19% nature / +22% darkness Changes resistances penetration: +20% darkness Changes damage: +6% blight / +24% darkness Stealth bonus: +21 Life regen: +11.00 Maximum life: +52.00 Infravision radius: +3 See invisible: +6 Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
![]() 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: 12 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Willpower 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. |
![]() 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 51 up to 6 times. Its effects scale with your Strength 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. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 8 light / 8 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 22% * 9% chance to blind Changes resistances: +15% mind / +21% cold Changes resistances penetration: +25% darkness Changes damage: +9% mind / +12% cold / +9% light / +15% darkness Amulets make your neck look great! |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes damage: +3% blight / +6% arcane / +6% darkness Talent mastery: +0.22 Demented / Disfigured face Mana each turn: +0.04 Maximum mana: +60.00 Maximum vim: +30.00 Damage Shield penetration: +30% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 lightning Changes resistances: +15% blight Changes resistances penetration: +5% lightning / +25% cold / +10% blight Changes damage: +15% blight / +6% cold Life regen: +3.00 Amulets make your neck look great! |
![]() serendipitous voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +20 (+5 eff.) Changes stats: +20 Lck Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 27 Damage (Melee): 18 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 27 Damage (Ranged): 30 physical Changes stats: +13 Cun Changes resistances: +9% lightning Changes resistances penetration: +20% lightning / +20% temporal Life regen: +10.00 Hate when firing a critical mind attack: +3.00 Maximum life: +95.00 Maximum hate: +15.00 Healing mod.: +16% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +2 Str Critical mult.: +15.00% Mental save: +7 (+3 eff.) Confusion immunity: +26% Psi when hit: +0.16 Only die when reaching: -80.00 life Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +18 Damage when hit (Melee): 11 darkness / 6 physical Changes stats: +10 Str / +8 Con Changes resistances: +28% acid / +30% fire / +30% lightning / +27% cold Spell save: +18 (+6 eff.) Equilibrium when hit: +0.04 Maximum stamina: +29.00 Rings make your fingers 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 (+2 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 155.11 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 1 turn(s) Activation costs 32 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. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+7 eff.) Armour penetration: +17 Defense: +11 (+3 eff.) Damage when hit (Melee): 4 darkness Changes stats: +9 Dex / +2 Wil / +10 Cun / +6 Con Changes resistances penetration: +25% darkness Changes damage: +6% blight Spell save: +20 (+6 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum stamina: +40.00 Spellpower: +15 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 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 (+4 eff.) Armour penetration: +16 Defense: +17 (+5 eff.) Damage when hit (Melee): 11 light Changes stats: +8 Cun / +6 Wil Changes resistances: +6% arcane Disease immunity: +23% Stun/Freeze immunity: +23% Teleport immunity: +23% Maximum hate: +10.00 Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() 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 14.47 cold and 19.97 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 306.56 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +8 Cun / +5 Wil Changes resistances: +22% lightning / +3% acid Changes resistances penetration: +15% acid Changes damage: +11% lightning Stun/Freeze immunity: +20% Life regen: +2.00 Mindpower: +5 (+2 eff.) Light radius: +1 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +4.0% Armour: +8 Defense: +15 (+4 eff.) Changes stats: +3 Dex Changes resistances: +24% darkness Changes resistances penetration: +15% lightning Changes damage: +12% darkness Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +9 Armour: +2 Defense: +9 (+3 eff.) Changes stats: +4 Mag Changes resistances: +6% blight / +6% fire / +20% light Changes damage: +10% light Spell save: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +6 Wil Stun/Freeze immunity: +30% Spellpower: +11 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Changes stats: +9 Str / +2 Wil Changes resistances: +12% temporal Changes damage: +18% mind Critical mult.: +20.00% Hate when firing a critical mind attack: +5.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Life regen: +13.00 Maximum life: +100.00 Healing mod.: +15% Talent on hit(spell): Eye Beam (10% chance level 2). Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
![]() blazebringer's voratun battleaxe of crippling (59-88 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: 59.0 - 88.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +126 fire When wielded/worn: Physical crit. chance: +9.0% Changes resistances penetration: +23% fire Global speed: +15% Massive two-handed battleaxes. |
![]() inquisitor's iron battleaxe of erosion (15-22 power, 1 apr) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Deals 73 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +12 nature Massive two-handed battleaxes. |
![]() truestriking iron battleaxe (16-23 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical Massive two-handed battleaxes. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Mag, 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() blazebringer's dwarven-steel dagger of crippling (17-22 power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 50% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +44 fire When wielded/worn: Physical crit. chance: +11.0% Changes resistances penetration: +17% fire Global speed: +4% Sharp, short and deadly. |
![]() caustic voratun dagger (39-51 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Dex, 50% Mag, 50% Str 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: +45 acid / +43 nature When wielded/worn: Armour penetration: +15 Changes resistances penetration: +18% acid / +25% nature Sharp, short and deadly. |
![]() Xerenne (67-100 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: 67.0 - 100.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +24 arcane When wielded/worn: Physical crit. chance: +21.0% Changes resistances: +20% mind Changes damage: +21% mind / +21% blight Psi when hit: +0.24 Maximum psi: +68.01 Spellpower: +30 (+6 eff.) Spell crit. chance: +8% Massive two-handed mauls. |
![]() quick voratun greatmaul of massacre (88-132 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: 88.0 - 132.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +35 (+7 eff.) Changes stats: +7 Dex Combat speed: +10% Massive two-handed mauls. |
![]() voratun greatmaul of shearing (67-100 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: 67.0 - 100.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +33 (+7 eff.) Armour penetration: +16 Changes resistances penetration: +20% all Massive two-handed mauls. |
![]() Unrahad the voratun greatsword (60-95 power, 8 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 233 damage over 5 turns and reducing armor and accuracy by 30 Damage (radius 2) on crit: +27 acid When wielded/worn: Armour penetration: +5 Effects on melee hit: * 27% chance to reduce armor by 48% Changes damage: +18% mind / +18% acid Critical mult.: +27.20% Mental save: +15 (+5 eff.) Maximum psi: +68.01 Mental crit. chance: +3% Massive two-handed swords. |
![]() Frigidzeal (46-64 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 233 damage over 5 turns and reducing armor and accuracy by 30 When wielded/worn: Changes stats: +4 Con / +7 Wil Changes resistances penetration: +34% cold Changes damage: +24% cold Critical mult.: +27.20% Spell save: +24 (+8 eff.) Maximum mana: +80.00 Maximum vim: +68.01 Spellpower: +20 (+4 eff.) Blunt and deadly. |
![]() Starmark (46-65 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 139 damage When wielded/worn: Accuracy: +50 (+10 eff.) Armour penetration: +14 Damage when hit (Melee): 6 blight / 4 temporal / 6 light Changes stats: +7 Dex / +3 Mag Changes resistances penetration: +9% physical Changes damage: +6% light Spellpower: +20 (+4 eff.) Spell crit. chance: +4% Light radius: +3 Combat speed: +10% Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 59.0 - 82.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +79 fire When wielded/worn: Changes stats: +13 Str / +15 Dex / +13 Mag / +20 Wil / +15 Cun / +13 Con Changes resistances: +6% blight Changes resistances penetration: +25% blight / +25% fire Global speed: +10% Blunt and deadly. |
![]() gifted living mindstar of resolve (16-17 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: 15.5 - 17.1 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Wil Talent granted: +1 Attune Mindstar Spell save: +10 (+3 eff.) Mindpower: +22 (+8 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. |
![]() mossy mindstar of flames (2-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 fire Changes resistances: +8% fire Changes resistances penetration: +6% fire Changes damage: +7% fire Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() dragonbone vilestaff (30-36 power, 6 apr, blight element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% 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% blight Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() earthen dragonbone magestaff of fate (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: 130% 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: Armour: +12 Armour Hardiness: +12% Changes damage: +30% lightning Talent granted: +1 Command Staff Physical save: +26 (+12 eff.) Spell save: +14 (+4 eff.) Mental save: +15 (+5 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's dragonbone magestaff of channeling (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: 130% 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: Physical crit. chance: +14.0% Damage (Melee): 40 arcane Changes damage: +30% fire Talent granted: +1 Command Staff Mana each turn: +0.58 Maximum mana: +75.00 Spellpower: +41 (+8 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() blazebringer's dwarven-steel steamgun Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (radius 2) on crit: +53 fire Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +7% fire Global speed: +7% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% temporal Changes damage: +12% cold Mental save: +12 (+4 eff.) Poison immunity: +10% Maximum life: +33.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Changes resistances: +5% arcane Only die when reaching: -80.00 life Maximum life: +139.00 Maximum stamina: +30.00 Healing mod.: +10% A belt that goes around your waist. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Damage when hit (Melee): 8 cold Changes stats: +4 Wil Changes resistances: +3% lightning / +18% darkness / +15% fire / +6% cold / +14% light Changes resistances penetration: +11% darkness / +25% cold Changes damage: +13% darkness / +3% lightning Stealth bonus: +24 Mental save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +6% lightning / +2% physical / +12% darkness Changes resistances penetration: +10% cold Spell save: +18 (+6 eff.) Silence immunity: +20% Stun/Freeze immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +25 (+7 eff.) Changes stats: +4 Cun / +3 Dex Changes resistances: +22% fire / +24% light / +3% temporal Changes damage: +15% arcane / +6% temporal Stealth bonus: +15 Physical save: +10 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +3% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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 Iron Throne (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +24% darkness Changes resistances penetration: +17% darkness Changes damage: +25% darkness Stealth bonus: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +4 Mag / +4 Wil / +1 Cun Changes resistances: +15% cold / +13% all Changes resistances penetration: +15% cold Changes damage: +6% cold / +16% light / +12% darkness Spell save: +25 (+8 eff.) Silence immunity: +44% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +26 (+5 eff.) Spell crit. chance: +14% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Eclipsewitch (5 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Damage when hit (Melee): 14 mind Changes resistances: +27% acid / +12% nature / +15% all Changes resistances penetration: +34% darkness / +20% acid Changes damage: +24% acid / +12% fire Physical save: +30 (+13 eff.) Spell save: +12 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() ancient elven-silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes resistances: +15% all Changes resistances penetration: +15% temporal / +15% physical Changes damage: +30% temporal / +21% physical Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() timebroken silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +13% all Changes damage: +25% temporal / +21% arcane / +17% all Maximum mana: +76.00 Spellpower: +26 (+5 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 59% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +21% fire Changes damage: +6% light / +9% fire Silence immunity: +40% Confusion immunity: +50% Stun/Freeze immunity: +36% Spellpower: +11 (+2 eff.) Light radius: +3 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. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +5 Changes resistances: +19% temporal / +24% darkness / +15% light Changes resistances penetration: +16% temporal / +15% darkness / +5% light Silence immunity: +34% Confusion immunity: +48% Stun/Freeze immunity: +40% Light radius: +2 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +25% A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +7 Str / +2 Dex / +8 Mag / +9 Wil / +3 Con Changes resistances: +12% fire / +14% cold Changes resistances penetration: +15% blight Lowers spell cool-downs by: 10% It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage when hit (Melee): 2 cold Changes resistances: +3% mind Changes resistances penetration: +25% darkness Changes damage: +3% darkness / +3% mind Life regen: +1.00 Healing mod.: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 2 darkness Changes stats: +7 Dex / +14 Cun / +6 Con Changes resistances: +9% nature / +9% darkness Changes resistances penetration: +25% darkness Physical save: +21 (+10 eff.) Mental save: +19 (+7 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +6 Wil / +8 Mag Changes resistances: +30% darkness / +25% temporal Changes resistances penetration: +15% blight / +19% temporal / +18% darkness Changes damage: +6% temporal Life regen: +10.00 Spellpower: +10 (+2 eff.) Healing mod.: +18% Damage Shield penetration: +20% Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +28% It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() pair of drakeskin leather boots 'Neriwyn' (0 def, 5 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Armour: +5 Damage when hit (Melee): 4 arcane Changes stats: +4 Mag / +10 Wil / +5 Cun Changes resistances: +14% fire / +15% cold Changes resistances penetration: +15% physical Changes damage: +3% arcane Critical mult.: +25.00% Physical save: +15 (+8 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Mana when firing critical spell: +2.72 It can be used to blink to a nearby random location (rad 13) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes resistances: +30% cold Changes damage: +9% temporal Maximum encumbrance: +34 Physical save: +10 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 13 temporal Damage (Ranged): 17 temporal Damage when hit (Melee): 8 arcane Changes stats: +12 Wil Changes resistances: +15% temporal Changes damage: +10% temporal Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +15 (+3 eff.) Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 11% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +5 Damage (Melee): 6 temporal Damage (Ranged): 9 temporal Changes resistances: +5% temporal Changes damage: +4% temporal Physical save: +5 (+3 eff.) Mental save: +10 (+4 eff.) Disarm immunity: +21% Maximum life: +49.00 Maximum vim: +10.00 Spell crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 21.5 - 23.7 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +13 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). On weapon hit: * 8% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Changes stats: +3 Dex When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Damage (Melee): 7 darkness Changes resistances: +10% darkness Changes damage: +5% darkness Critical mult.: +7.00% Spell crit. chance: +8% Mental crit. chance: +8% When used to modify unarmed attacks: Base power: 23.0 - 25.3 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon crits: Cripple (20% chance level 3). On weapon hit: * 8% chance to reduce damage dealt by 22% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% * 20% chance to reduce armor by 48% Changes resistances: +11% mind / +12% cold Changes resistances penetration: +10% darkness Changes damage: +11% mind / +3% darkness A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+9 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 mind Changes stats: +5 Wil Changes resistances: +8% blight / +9% light Changes damage: +21% darkness Mental save: +8 (+3 eff.) Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +14% darkness / +8% physical Changes damage: +13% darkness / +10% physical Physical save: +18 (+9 eff.) Disease immunity: +20% Only die when reaching: -40.00 life Maximum hate: +11.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +4% Infravision radius: +3 See invisible: +24 A pointy cloth hat, very wizardly... |
![]() enlightening steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +6 Cun / +6 Wil Mental save: +16 (+6 eff.) A suit of armour made of mail. |
![]() rejuvenating steel mail armour of cold resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +21% cold Life regen: +4.40 Stamina each turn: +1.30 A suit of armour made of mail. |
![]() drakeskin leather armour of delving (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +10 Str Changes resistances: +20% darkness / +15% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() duelist's rough leather armour (7 def, 6 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +7 (+2 eff.) Fatigue: +6% Changes stats: +5 Cun / +5 Dex A suit of armour made of leather. |
![]() 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 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 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 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Damage when hit (Melee): 6 blight Changes stats: +11 Str / +3 Wil Changes resistances: +15% nature / +3% blight Changes resistances penetration: +15% lightning Changes damage: +9% blight / +14% fire / +9% nature / +14% mind Reduces incoming crit damage: 10.00% Mental save: +14 (+5 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) 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 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +20 (+3 eff.) Armour: +8 Changes resistances: +15% lightning / +3% nature Physical save: +12 (+6 eff.) Blindness immunity: +43% Confusion immunity: +27% Maximum life: +77.00 Light radius: +11 See stealth: +25 See invisible: +25 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Defense: +15 (+4 eff.) Changes damage: +3% acid Physical save: +15 (+8 eff.) Mental save: +3 (+1 eff.) Maximum life: +43.00 Light radius: +3 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 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +15% cold Changes damage: +6% darkness / +9% arcane Mental save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +3 See stealth: +5 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 224.03 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 224.03 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Mental save: +18 (+6 eff.) Equilibrium when hit: +0.12 Only die when reaching: -80.00 life Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
![]() Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes resistances: +7% light Changes damage: +7% darkness Damage affinity(heal): +5% darkness Spellpower: +7 (+2 eff.) Light radius: +6 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 795.03 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +8 (+2 eff.) Blindness immunity: +25% Confusion immunity: +13% Light radius: +8 See stealth: +7 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +5% mind Blindness immunity: +20% Confusion immunity: +11% Light radius: +6 See stealth: +5 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 8 turns. The radius will increase with your Cunning. 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 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 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 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. |
![]() pouch of dwarven-steel shots of corruption (18/20, 33-40 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 When this weapon hits: Curse of Vulnerability (20% chance level 3). Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes resistances: +12% mind Critical mult.: +15.00% Hate when firing a critical mind attack: +2.00 Maximum psi: +40.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +2% It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 32 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 48% Changes resistances: +3% lightning Changes resistances penetration: +10% acid It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. * Increase all damage penetration by 12% for 2 turns. * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +20 (+3 eff.) Changes stats: +4 Cun / +2 Wil Reduces incoming crit damage: 15.00% See invisible: +24 It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 583 Base Damage: 276 Armor: 5 All Resist: 23 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. 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 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (156 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 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 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By EarthwormJim the Skeleton Writhing One level 34
37th Regrowth 123rd year of Ascendancy at 21:30 see stats
By EarthwormJim the Skeleton Writhing One level 50
32nd Regrowth 124th year of Ascendancy at 09:55 see stats
By EarthwormJim the Skeleton Writhing One level 34
36th Regrowth 123rd year of Ascendancy at 04:02 see stats
By EarthwormJim the Skeleton Writhing One level 40
4th Dusk 123rd year of Ascendancy at 11:19 see stats
By EarthwormJim the Skeleton Writhing One level 43
35th Dusk 123rd year of Ascendancy at 19:28 see stats
By EarthwormJim the Skeleton Writhing One level 37
53rd Regrowth 123rd year of Ascendancy at 16:51 see stats
By EarthwormJim the Skeleton Writhing One level 30
9th Allure 123rd year of Ascendancy at 14:50 see stats
By EarthwormJim the Skeleton Writhing One level 14
28th Dusk 122nd year of Ascendancy at 23:51 see stats
By EarthwormJim the Skeleton Writhing One level 36
48th Regrowth 123rd year of Ascendancy at 11:05 see stats
By EarthwormJim the Skeleton Writhing One level 33
15th Regrowth 123rd year of Ascendancy at 22:19 see stats
By EarthwormJim the Skeleton Writhing One level 30
8th Allure 123rd year of Ascendancy at 05:17 see stats
By EarthwormJim the Skeleton Writhing One level 19
62nd Dusk 122nd year of Ascendancy at 19:41 see stats
By EarthwormJim the Skeleton Writhing One level 31
1st Regrowth 123rd year of Ascendancy at 04:01 see stats
By EarthwormJim the Skeleton Writhing One level 46
4th Decay 123rd year of Ascendancy at 18:07 see stats
By EarthwormJim the Skeleton Writhing One level 50
21st Pyre 124th year of Ascendancy at 03:56 see stats
By EarthwormJim the Skeleton Writhing One level 27
72nd Haze 122nd year of Ascendancy at 14:09 see stats
By EarthwormJim the Skeleton Writhing One level 10
6th Flare 122nd year of Ascendancy at 17:33 see stats
By EarthwormJim the Skeleton Writhing One level 20
64th Dusk 122nd year of Ascendancy at 21:19 see stats
By EarthwormJim the Skeleton Writhing One level 30
7th Allure 123rd year of Ascendancy at 00:31 see stats
By EarthwormJim the Skeleton Writhing One level 40
3rd Summertide 123rd year of Ascendancy at 02:44 see stats
By EarthwormJim the Skeleton Writhing One level 50
17th Regrowth 124th year of Ascendancy at 09:59 see stats
By EarthwormJim the Skeleton Writhing One level 50
46th Regrowth 124th year of Ascendancy at 03:12 see stats
By EarthwormJim the Skeleton Writhing One level 45
69th Haze 123rd year of Ascendancy at 17:09 see stats
By EarthwormJim the Skeleton Writhing One level 39
29th Pyre 123rd year of Ascendancy at 16:10 see stats
By EarthwormJim the Skeleton Writhing One level 49
1st Allure 124th year of Ascendancy at 09:32 see stats
By EarthwormJim the Skeleton Writhing One level 27
66th Haze 122nd year of Ascendancy at 20:27 see stats
By EarthwormJim the Skeleton Writhing One level 19
63rd Dusk 122nd year of Ascendancy at 05:09 see stats
By EarthwormJim the Skeleton Writhing One level 37
49th Regrowth 123rd year of Ascendancy at 23:15 see stats
By EarthwormJim the Skeleton Writhing One level 8
1st Summertide 122nd year of Ascendancy at 17:48 see stats
By EarthwormJim the Skeleton Writhing One level 45
37th Haze 123rd year of Ascendancy at 02:28 see stats
By EarthwormJim the Skeleton Writhing One level 37
50th Regrowth 123rd year of Ascendancy at 18:13 see stats
By EarthwormJim the Skeleton Writhing One level 10
10th Flare 122nd year of Ascendancy at 09:29 see stats
By EarthwormJim the Skeleton Writhing One level 22
13rd Haze 122nd year of Ascendancy at 22:05 see stats
By EarthwormJim the Skeleton Writhing One level 39
17th Pyre 123rd year of Ascendancy at 07:57 see stats
By EarthwormJim the Skeleton Writhing One level 22
11st Haze 122nd year of Ascendancy at 02:24 see stats
By EarthwormJim the Skeleton Writhing One level 14
25th Dusk 122nd year of Ascendancy at 00:03 see stats
By EarthwormJim the Skeleton Writhing One level 50
27th Pyre 124th year of Ascendancy at 12:14 see stats
By EarthwormJim the Skeleton Writhing One level 33
34th Regrowth 123rd year of Ascendancy at 22:38 see stats
Log
Elandar casts Shivgoroth Form.
Elandar turns into a shivgoroth!
EarthwormJim performs a melee critical strike against Wretch titan!
Wretch titan is afflicted by a crippling illness!
EarthwormJim is covered in acid!
EarthwormJim performs a melee critical strike against Wretch titan!
Saving done.
Elandar casts Flame.
EarthwormJim is on fire!
EarthwormJim hits Wretch titan for 462 physical, 15 arcane, 1141 darkness (1617 total damage).
EarthwormJim receives 86 healing from Blood Splash.
Elandar hits EarthwormJim for 325 fire damage.
Rotting Disease from EarthwormJim hits Wretch titan for 38 blight damage.
Thunderstorm hits EarthwormJim for 53 lightning damage.
Elandar casts Freeze.
EarthwormJim resists!
Elandar hits EarthwormJim for 690 cold damage.
Thaurhereg casts Soul Rot.
Thaurhereg's spell attains critical power!
Talent Shed Skin is ready to use.
Acid Splash from Wretch titan hits EarthwormJim for 16 acid damage.
Burning from Elandar hits EarthwormJim for 114 fire damage.
Wretch titan casts Corrosive Vapour.
Wretch titan misses EarthwormJim.
Wretch titan misses EarthwormJim.
Elandar casts Lightning.
Elandar's spell attains critical power!
Elandar hits EarthwormJim for 603 lightning damage.
EarthwormJim the level 50 skeleton writhing one was zapped to death by a Elandar on level 11 of High Peak.