










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
Sex | Male |
Race | Higher |
Class | Wyrmic |
Level / Exp | 50 / 3636% |
Size | huge |
Lifes / Deaths | Killed by Salomibeth the gigantic corrosive tunneler at level 50 on the 45th Haze 124th year of Ascendancy at 07:14 / 2Killed by Salomibeth the gigantic corrosive tunneler at level 50 on the 45th Haze 124th year of Ascendancy at 07:17 |
Antimagic | Follower |
Primary Stats
Strength | 157 (base 60) |
Dexterity | 62 (base 37) |
Constitution | 59 (base 8) |
Magic | 28 (base 10) |
Willpower | 144 (base 57) |
Cunning | 135 (base 64) |
Resources
Life | -215/2412 |
Psi | 234/234 |
Stamina | 582/582 |
Equilibrium | 0 |
Healing Factor | 1.4751133323991 |
Regeneration | 53.389948070435 |
Speed
Mental | +2.90723440879% |
Attack | +2.90723440879% |
Movement | +48.15311631885% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 16 |
Infravision | 5 |
See Invisible | 9 |
Offense: Mainhand
Damage | 127 |
Accuracy | 76 |
Crit Chance | 78% |
APR | 91 |
Speed | 0.97 |
Offense: Offhand
Damage | 115 |
Accuracy | 76 |
Crit Chance | 75% |
APR | 72 |
Speed | 0.97 |
Offense: Spell
Spellpower | 13.5 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 100% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
Acid | +51% |
Blight | +39% |
Physical | +67% |
Cold | +51% |
All | +17% |
Lightning | +71% |
Temporal | +26% |
Darkness | +59% |
Fire | +66% |
Nature | +68% |
Offense: Damage Penetration
Acid | +78% |
Blight | +68% |
Physical | +53% |
Cold | +53% |
All | +20% |
Darkness | +53% |
Light | +40% |
Lightning | +63% |
Fire | +53% |
Nature | +78% |
Defense: Base
Armour (hardiness) | 38 (53.292302510663%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 61 |
Spell Save | 54 |
Mental Save | 75 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 54%( 70%) |
Arcane | + 45%( 70%) |
Cold | + 65%( 70%) |
All | + 40%( 70%) |
Darkness | + 66%( 70%) |
Light | + 46%( 70%) |
Physical | + 64%( 70%) |
Lightning | + 56%( 70%) |
Fire | + 53%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 44% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 770 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 48% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 371 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
Proceed directly to the next Infinite Dungeon level in less than 179 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 77): Rush Hour (179)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 78): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 79): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 80): Exterminator | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 3418. | 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. You have been shown a secret entrance to his stronghold. * 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 Agrimley the hermit. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 20% chance to reduce armor by 18% Changes resistances: +12% darkness / +12% acid Changes damage: +15% fire Mental save: +18 (+4 eff.) Knockback immunity: +20% Maximum life: +80.00 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 18% Damage when hit (Melee): 2 light Changes stats: +9 Cun / +15 Wil Changes resistances: +20% physical / +17% darkness / +9% light Changes resistances penetration: +25% acid Changes damage: +20% darkness / +16% physical Physical save: +9 (+2 eff.) Mental save: +25 (+6 eff.) Maximum hate: +11.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 5.4 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 377 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.3 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 214.11 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +23 Physical power: +9 (+2 eff.) Changes stats: +11 Str / +3 Mag / +4 Wil Changes resistances: +6% cold Critical mult.: +13.00% Reduces incoming crit damage: 10.00% Physical save: +10 (+3 eff.) Spell save: +13 (+5 eff.) Mental save: +15 (+3 eff.) Life regen: +2.00 Maximum life: +61.00 See invisible: +9 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: 7.2 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 +126 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes stats: +5 Cun / +5 Dex Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +2 Physical power: +6 (+1 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: -4% Changes stats: +11 Str / +6 Con Changes resistances: +3% nature Critical mult.: +10.00% Maximum encumbrance: +26 Stun/Freeze immunity: +30% Stamina each turn: +3.00 Rings make your fingers look great! |
Around neck | ![]() 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +8 Dex / +8 Cun / +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Changes damage: +20% lightning / +10% all Damage affinity(heal): +20% lightning Reduces incoming crit damage: 23.00% Spell crit. chance: +5% Mental crit. chance: +5% Movement speed: +15% Chance to avoid any damage: +8% Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 23.5 - 25.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +43 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +13 Cun / +3 Mag Changes resistances penetration: +20% light Talent granted: +1 Attune Mindstar Critical mult.: +45.00% Mindpower: +10 (+2 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. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +21 (+4 eff.) Changes stats: +6 Str / +7 Wil / +6 Con Changes resistances penetration: +15% blight / +10% lightning Critical mult.: +14.00% Physical save: +15 (+4 eff.) Mana each turn: +0.16 Maximum life: +62.00 Maximum vim: +20.00 Damage Shield penetration: +34% Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% fire / 20% cold / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes resistances: +10% acid / +10% physical / +10% cold / +10% fire / +10% lightning Changes damage: +12% lightning / +12% physical / +12% cold / +12% fire / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+2 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Ice Breath (costing 30 power out of 30/30) : Effective talent level: 8.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe ice in a frontal cone of radius 11. Any target caught in the area will take 1455.70 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Cloak | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 4 temporal Changes stats: +4 Str / +10 Wil / +5 Cun / +6 Con Changes resistances: +16% nature / +20% blight Changes damage: +9% temporal Physical save: +13 (+3 eff.) Mental save: +13 (+3 eff.) Life regen: +9.00 Maximum life: +85.00 Infravision radius: +3 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 396 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1283% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 291 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 793 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 914.76 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 161 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 Cunning 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! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +10 Dex / +4 Wil / +9 Cun / +8 Con Changes resistances: +5% arcane / +14% physical Changes damage: +12% temporal Mental save: +12 (+3 eff.) Confusion immunity: +25% Life regen: +4.00 Stamina each turn: +2.40 Mindpower: +14 (+3 eff.) Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +8 Dex / +6 Cun / +5 Con Changes resistances: +15% mind / +2% physical Life regen: +2.00 Stamina each turn: +0.70 Only die when reaching: -60.00 life See invisible: +3 Movement speed: +10% Healing mod.: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 4.5 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 6 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Damage when hit (Melee): 4 arcane Changes resistances: +28% mind Changes resistances cap: +7% all Talent masteries: +0.34 Technique / Combat techniques +0.34 Cunning / Survival Physical save: +25 (+6 eff.) Poison immunity: +10% Disarm immunity: +21% Confusion immunity: +41% Life regen: +2.00 Maximum life: +20.00 Healing mod.: +15% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +6 Str / +9 Dex / +4 Mag / +7 Cun / +9 Con Changes resistances: +15% acid / +3% physical / +15% darkness Mental save: +9 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +5.00 Stamina each turn: +1.10 Light radius: +3 Movement speed: +10% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% mind / +24% lightning Changes resistances penetration: +29% cold Spell save: +21 (+7 eff.) Blindness immunity: +23% Confusion immunity: +45% Stun/Freeze immunity: +23% Teleport immunity: +23% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +22% lightning / +12% blight / +21% cold / +5% arcane / +21% acid Changes resistances penetration: +25% light Stun/Freeze immunity: +38% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% mind Confusion immunity: +20% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +14% mind Confusion immunity: +25% Amulets make your neck look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil Talent masteries: +0.15 Wild-gift / Sand drake aspect +0.15 Technique / Two-handed assault Mental save: +7 (+1 eff.) Confusion immunity: +15% Mindpower: +11 (+2 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% temporal Pinning immunity: +24% Knockback immunity: +20% Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes damage: +8% temporal / +7% darkness / +13% blight / +13% fire / +7% light / +7% physical Critical mult.: +18.00% Spellpower: +20 (+5 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -13% Changes stats: +6 Dex / +7 Cun / +11 Con Changes resistances: +5% arcane / +3% fire Physical save: +9 (+2 eff.) Blindness immunity: +20% Disarm immunity: +20% Life regen: +13.00 Stamina each turn: +0.70 Maximum life: +95.00 Movement speed: +10% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Changes stats: +4 Wil / +5 Mag Changes resistances: +18% fire Changes resistances penetration: +10% lightning Changes damage: +7% light / +7% temporal / +8% darkness / +7% physical Physical save: +25 (+6 eff.) Spell save: +23 (+7 eff.) Mental save: +43 (+9 eff.) Confusion immunity: +21% Life regen: +4.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Mindpower: +13 (+3 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% physical Stamina each turn: +0.30 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +20 (+4 eff.) Changes stats: +2 Str / +5 Con Physical save: +12 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +14 (+3 eff.) Stamina each turn: +3.00 Only die when reaching: -80.00 life Light radius: +2 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Mag Changes resistances: +3% fire Changes resistances penetration: +25% acid Changes damage: +6% acid Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +22.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% lightning / +3% light / +6% blight Changes damage: +12% lightning / +9% blight Physical save: +19 (+5 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+2 eff.) Light radius: +3 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +5 Con Changes resistances: +18% fire Changes damage: +27% fire Disarm immunity: +48% Pinning immunity: +42% Knockback immunity: +46% Hate when firing a critical mind attack: +4.00 Maximum life: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% See invisible: +12 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 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. |
![]() 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 35.83 cold and 39.61 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 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 44 Damage (Melee): 8 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 44 Damage (Ranged): 8 physical Changes stats: +2 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +22% lightning / +3% darkness Changes damage: +11% lightning / +9% fire Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Mental crit. chance: +3% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +5 Wil Stun/Freeze immunity: +30% Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +8 Defense: +10 (+2 eff.) Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +22% acid / +16% fire / +18% lightning / +13% cold Stun/Freeze immunity: +30% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% lightning Changes damage: +10% lightning Maximum encumbrance: +20 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Blindness immunity: +20% Infravision radius: +4 See stealth: +6 See invisible: +5 Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 44 Damage (Melee): 12 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 44 Damage (Ranged): 8 physical Changes stats: +3 Cun / +2 Con Spell save: +12 (+4 eff.) Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum stamina: +14.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Physical crit. chance: +8.0% Defense: +20 (+5 eff.) Changes resistances: +6% arcane / +14% physical Changes damage: +15% cold / +14% physical Critical mult.: +23.41% Cut immunity: +23% Maximum life: +80.00 Maximum stamina: +30.00 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +10 Dex Changes resistances penetration: +25% physical Changes damage: +12% physical Physical save: +6 (+2 eff.) Mental save: +7 (+1 eff.) Confusion immunity: +31% Only die when reaching: -80.00 life Maximum stamina: +30.00 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +5 Mag Stun/Freeze immunity: +30% Spellpower: +5 (+2 eff.) Rings make your fingers look great! |
![]() stralite ring 'Samelathayon' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +12 (+3 eff.) Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex / +4 Mag / +8 Wil Changes resistances penetration: +32% mind Mental save: +23 (+5 eff.) Psi when hit: +0.28 Mindpower: +20 (+4 eff.) Movement speed: +19% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 44% for 5 turns. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +11% blight / +32% cold / +8% nature Changes damage: +16% cold Poison immunity: +16% Disease immunity: +19% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +12 Physical power: +11 (+2 eff.) Defense: +16 (+4 eff.) Changes stats: +4 Mag Changes damage: +7% all Mental save: +3 (+0 eff.) Silence immunity: +40% Mana each turn: +0.29 Psi when hit: +0.08 Spellpower: +16 (+4 eff.) Mindpower: +25 (+5 eff.) See invisible: +9 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Changes stats: +9 Cun / +8 Dex Reduces incoming crit damage: 15.52% Physical save: +6 (+2 eff.) Mental save: +9 (+2 eff.) Blindness immunity: +21% Silence immunity: +20% Disarm immunity: +21% Only die when reaching: -82.75 life Maximum vim: +51.72 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 69.5 - 104.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +12 acid Damage (radius 2) on crit: +4 lightning / +8 acid When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +13 Changes stats: +14 Con / +13 Wil Changes resistances: +9% acid / +12% lightning Changes resistances penetration: +14% physical Changes damage: +3% acid Maximum life: +70.00 Massive two-handed mauls. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +17 acid / +19 nature When wielded/worn: Armour penetration: +9 Changes stats: +11 Con / +8 Wil Changes resistances penetration: +13% acid / +13% nature Maximum life: +38.00 Sharp, long, and deadly. |
![]() Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 nature When wielded/worn: Accuracy: +11 (+4 eff.) Changes stats: +11 Str / +5 Dex / +5 Mag / +7 Wil / +6 Cun / +5 Con Changes resistances penetration: +20% blight Changes damage: +5% physical Hate when firing a critical mind attack: +2.00 Sharp, long, and deadly. |
![]() Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+6 eff.) Maximum psi: +20.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 light When wielded/worn: Changes damage: +3% lightning Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +9 (+3 eff.) Mental save: +6 (+1 eff.) Cut immunity: +20% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum life: +100.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +8% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 361.76 mind damage (based on Willpower) to all within radius 5 Activation costs 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 18% Changes stats: +10 Cun / +6 Wil Talent granted: +1 Attune Mindstar Critical mult.: +21.00% Mental save: +9 (+2 eff.) Psi when hit: +0.08 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Mindpower: +32 (+7 eff.) Mental crit. chance: +13% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 20.5 - 22.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +16 blight When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +7 Wil Changes resistances: +15% mind Changes resistances penetration: +15% blight Talent granted: +1 Attune Mindstar Spell save: +7 (+3 eff.) Mental save: +10 (+2 eff.) Life regen: +1.60 Psi each turn: +1.30 Only die when reaching: -40.00 life Maximum life: +36.00 Maximum psi: +37.00 Mindpower: +10 (+2 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. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Con Changes resistances: +3% nature / +6% fire Mental save: +6 (+1 eff.) Disease immunity: +20% Confusion immunity: +20% Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
![]() Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +7 Wil / +6 Cun / +10 Lck Changes resistances: +14% acid / +15% blight Trap disarming bonus: +26 Stealth bonus: +15 Physical save: +3 (+1 eff.) Mental save: +13 (+3 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.12 Maximum life: +110.00 Maximum hate: +4.00 Mental crit. chance: +7% Infravision radius: +6 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 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 psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 10 light / 10 blight Changes stats: +3 Wil Changes resistances: +6% darkness Changes resistances penetration: +25% darkness / +25% light Changes damage: +15% light / +12% darkness Mental save: +11 (+2 eff.) Maximum life: +82.00 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +8 (+2 eff.) Changes resistances: +9% nature / +3% darkness Changes damage: +12% fire Physical save: +11 (+3 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +4 Dex / +3 Wil / +4 Cun Mental save: +9 (+2 eff.) Maximum life: +57.00 Mental crit. chance: +8% A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +5 Cun Changes damage: +9% lightning Reduces incoming crit damage: 15.00% Physical save: +5 (+1 eff.) Mindpower: +4 (+1 eff.) See invisible: +6 A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +7 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +5% physical Changes damage: +3% darkness Physical save: +6 (+2 eff.) Stamina each turn: +1.00 Only die when reaching: -60.00 life Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +27 (+8 eff.) Armour penetration: +7 Defense: +3 (+0 eff.) Fatigue: -9% Changes stats: +5 Cun / +3 Dex Maximum life: +97.00 Maximum stamina: +26.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Changes stats: +1 Str / +3 Con Changes resistances: +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Mag / +5 Wil Changes resistances: +9% blight / +9% cold / +9% lightning / +13% all Changes damage: +12% lightning / +9% physical / +8% cold Life regen: +2.30 Maximum life: +60.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -5% Changes stats: +4 Cun / +4 Wil Changes resistances: +3% acid / +10% fire / +12% mind / +11% cold Changes resistances penetration: +10% acid Changes damage: +3% acid / +3% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +8 (+2 eff.) Stamina each turn: +0.40 Maximum life: +48.00 Movement speed: +10% 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 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +25 (+6 eff.) Changes stats: +4 Con / +4 Wil Changes resistances: +9% temporal / +5% physical Changes resistances penetration: +8% physical Pinning immunity: +20% Stun/Freeze immunity: +20% Maximum life: +80.00 Mindpower: +7 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 39 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +30 (+7 eff.) Fatigue: +4% Changes stats: +9 Wil / +4 Cun / +8 Con Changes resistances penetration: +20% mind Critical mult.: +15.00% Physical save: +23 (+6 eff.) Mental save: +24 (+5 eff.) Only die when reaching: -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +3 Changes stats: +7 Wil / +3 Con Changes resistances: +12% lightning / +15% fire / +6% darkness / +3% physical Stun/Freeze immunity: +20% Healing mod.: +20% A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 44 Changes stats: +3 Str / +2 Con Changes resistances: +12% darkness Changes damage: +3% physical Only die when reaching: -20.00 life It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 3.5 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 458.96 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Armour: +3 Changes stats: +3 Str / +6 Dex / +10 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +13 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Set Up (10% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 15 arcane resource burn Changes stats: +3 Dex / +4 Wil / +3 Con Changes resistances: +3% blight / +9% fire / +6% light Spell save: +12 (+4 eff.) When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Armour: +7 Fatigue: +5% Critical mult.: +12.00% Mental save: +6 (+1 eff.) Maximum life: +50.00 Spell crit. chance: +13% Mental crit. chance: +11% When used to modify unarmed attacks: Base power: 46.0 - 64.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +17.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes resistances: +11% lightning / +15% temporal / +9% nature / +8% physical Stun/Freeze immunity: +21% Life regen: +4.18 Only die when reaching: -83.52 life Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 7.2 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 8 into utter confusion (power: 63%) for 3 turns. The sound wave is so strong, your foes also take 358.35 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Con Changes resistances penetration: +5% mind Mental save: +6 (+1 eff.) Maximum hate: +2.00 Mindpower: +30 (+6 eff.) A cap made of leather. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+3 eff.) Mindpower: +12 (+3 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 100 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +4 Wil Psi each turn: +0.14 Only die when reaching: -60.00 life Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Light radius: +3 Infravision radius: +3 A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +15 (+3 eff.) Defense: +34 (+8 eff.) Damage when hit (Melee): 10 cold Changes resistances: +30% acid / +3% physical / +9% lightning Changes damage: +20% acid Blindness immunity: +21% Only die when reaching: -83.52 life A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% blight / +6% cold / +5% nature Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +4 Armour: +5 Defense: +10 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 2 physical Changes stats: +1 Con Changes resistances: +12% acid / +25% cold / +15% nature / +23% mind Changes resistances penetration: +15% temporal Allows you to breathe in: water Spell save: +10 (+4 eff.) Mental save: +27 (+6 eff.) Confusion immunity: +50% Maximum life: +150.00 Healing mod.: +20% A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Wil Changes resistances: +6% blight / +6% cold Allows you to breathe in: water Mental save: +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Cun / +8 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 7.2 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 118.31 fire damage in a radius of 6 each turn for 10 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() prismatic steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +14% light / +14% darkness A suit of armour made of mail. |
![]() Requires: - Strength 18 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +22 (+4 eff.) Armour: +7 Defense: +21 (+5 eff.) Fatigue: +8% Changes stats: +17 Str / +7 Dex / +9 Mag / +19 Wil / +8 Cun Changes resistances: +18% lightning / +3% fire / +9% nature Changes resistances penetration: +15% lightning Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Physical save: +13 (+3 eff.) Mental save: +22 (+5 eff.) Stun/Freeze immunity: +20% Maximum psi: +20.00 Spellpower: +22 (+6 eff.) Spell crit. chance: +9% Mindpower: +22 (+5 eff.) Mental crit. chance: +9% A suit of armour made of leather. |
![]() Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +36 (+9 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to reduce armor by 18% Changes stats: +2 Str / +1 Con Changes resistances: +2% physical / +19% fire Physical save: +6 (+2 eff.) Only die when reaching: -80.00 life A suit of armour made of leather. |
![]() Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Changes resistances penetration: +10% nature Changes damage: +3% mind Life regen: +2.60 Stamina each turn: +0.60 Only die when reaching: -80.00 life Maximum stamina: +10.00 A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +16 (+4 eff.) Fatigue: +7% Changes stats: +1 Dex / +5 Con Changes resistances: +6% mind / +3% light Mental save: +13 (+3 eff.) Maximum stamina: +30.00 A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Fatigue: +14% Changes stats: +2 Mag Changes resistances: +9% acid / +12% physical / +36% fire / +13% lightning / +11% cold Changes resistances penetration: +15% blight Talent cooldown: Rush (-5 turns) Physical save: +15 (+4 eff.) Spell save: +9 (+3 eff.) Disarm immunity: +31% Stun/Freeze immunity: +37% Knockback immunity: +38% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +30% A suit of armour made of metal plates. |
![]() warded dwarven-steel shield of the stars (0 def, 6 armour, 28-33 power, 77.5 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.5 - 33.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +16 light / +15 darkness When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +7 Cun / +7 Mag Changes resistances: +16% light / +15% darkness Maximum wards: +6 lightning / +6 temporal / +6 darkness / +6 fire / +6 nature / +6 blight / +6 cold / +6 arcane / +6 light Changes damage: +16% light / +16% darkness Talents granted: +1 Ward +1 Block Handheld deflection devices. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes stats: +7 Cun / +1 Str Changes resistances: +11% nature Changes damage: +6% nature Maximum psi: +10.00 Mindpower: +5 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 73% Changes stats: +2 Str Changes resistances: +10% darkness / +24% fire Changes damage: +10% mind / +7% fire Physical save: +8 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +18 (+4 eff.) Maximum life: +57.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str / +3 Dex / +4 Wil Changes resistances: +6% temporal / +10% physical Changes resistances penetration: +23% physical Changes damage: +10% mind / +15% fire Mental save: +15 (+3 eff.) Light radius: +1 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.5 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 14.02 cold damage and 15.51 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% darkness / +1% physical Poison immunity: +10% Cut immunity: +10% Knockback immunity: +20% Maximum life: +41.00 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 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Mag / +9 Wil / +4 Cun Changes resistances: +20% nature Changes damage: +11% mind Blindness immunity: +20% Only die when reaching: -80.00 life Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Changes stats: +12 Wil Changes resistances penetration: +25% blight / +10% nature / +10% all Changes damage: +27% mind Spellpower on spell critical (stacks up to 3 times): +6 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 10 mind / 8 light Changes stats: +6 Con Changes damage: +24% light Physical save: +9 (+2 eff.) Only die when reaching: -80.00 life Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +6 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 nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% blight / +3% all Spell save: +6 (+2 eff.) Life regen: +3.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [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. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% 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. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +6% fire Changes resistances penetration: +20% fire Changes damage: +3% mind / +6% fire Equilibrium when hit: +0.16 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 25 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Mag Changes damage: +6% blight Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +100.00 Damage Shield penetration: +30% It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 447 Base Damage: 225 Armor: 1 All Resist: 16 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Reduces incoming crit damage: 10.00% Blindness immunity: +21% Only die when reaching: -80.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 422 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase all damage penetration by 26% for 2 turns. * 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By BadBreath the Higher Wyrmic level 43
53rd Regrowth 124th year of Ascendancy at 08:16 see stats
By BadBreath the Higher Wyrmic level 50
74th Dusk 124th year of Ascendancy at 22:15 see stats
By BadBreath the Higher Wyrmic level 43
51st Regrowth 124th year of Ascendancy at 17:15 see stats
By BadBreath the Higher Wyrmic level 22
4th Pyre 123rd year of Ascendancy at 16:24 see stats
By BadBreath the Higher Wyrmic level 48
75th Regrowth 124th year of Ascendancy at 21:25 see stats
By BadBreath the Higher Wyrmic level 50
29th Dusk 124th year of Ascendancy at 20:33 see stats
By BadBreath the Higher Wyrmic level 46
68th Regrowth 124th year of Ascendancy at 15:56 see stats
By BadBreath the Higher Wyrmic level 50
34th Dusk 124th year of Ascendancy at 01:21 see stats
By BadBreath the Higher Wyrmic level 14
46th Haze 122nd year of Ascendancy at 05:44 see stats
By BadBreath the Higher Wyrmic level 49
3rd Pyre 124th year of Ascendancy at 18:37 see stats
By BadBreath the Higher Wyrmic level 45
63rd Regrowth 124th year of Ascendancy at 19:05 see stats
By BadBreath the Higher Wyrmic level 35
64th Dusk 123rd year of Ascendancy at 03:11 see stats
By BadBreath the Higher Wyrmic level 26
58th Pyre 123rd year of Ascendancy at 04:17 see stats
By BadBreath the Higher Wyrmic level 50
35th Haze 124th year of Ascendancy at 22:59 see stats
By BadBreath the Higher Wyrmic level 23
15th Pyre 123rd year of Ascendancy at 15:50 see stats
By BadBreath the Higher Wyrmic level 30
4th Mirth 123rd year of Ascendancy at 02:31 see stats
By BadBreath the Higher Wyrmic level 50
68th Dusk 124th year of Ascendancy at 22:25 see stats
By BadBreath the Higher Wyrmic level 50
30th Haze 124th year of Ascendancy at 17:49 see stats
By BadBreath the Higher Wyrmic level 49
3rd Pyre 124th year of Ascendancy at 23:25 see stats
By BadBreath the Higher Wyrmic level 50
40th Dusk 124th year of Ascendancy at 21:31 see stats
By BadBreath the Higher Wyrmic level 39
9th Regrowth 124th year of Ascendancy at 14:49 see stats
By BadBreath the Higher Wyrmic level 35
65th Dusk 123rd year of Ascendancy at 17:18 see stats
By BadBreath the Higher Wyrmic level 50
44th Haze 124th year of Ascendancy at 21:27 see stats
By BadBreath the Higher Wyrmic level 10
58th Dusk 122nd year of Ascendancy at 15:03 see stats
By BadBreath the Higher Wyrmic level 20
2nd Regrowth 123rd year of Ascendancy at 15:40 see stats
By BadBreath the Higher Wyrmic level 30
72nd Pyre 123rd year of Ascendancy at 18:16 see stats
By BadBreath the Higher Wyrmic level 40
10th Regrowth 124th year of Ascendancy at 02:09 see stats
By BadBreath the Higher Wyrmic level 50
3rd Pyre 124th year of Ascendancy at 23:25 see stats
By BadBreath the Higher Wyrmic level 50
5th Flare 124th year of Ascendancy at 20:45 see stats
By BadBreath the Higher Wyrmic level 50
27th Haze 124th year of Ascendancy at 14:21 see stats
By BadBreath the Higher Wyrmic level 20
55th Regrowth 123rd year of Ascendancy at 08:42 see stats
By BadBreath the Higher Wyrmic level 50
7th Haze 124th year of Ascendancy at 09:23 see stats
By BadBreath the Higher Wyrmic level 31
10th Flare 123rd year of Ascendancy at 06:48 see stats
By BadBreath the Higher Wyrmic level 22
70th Regrowth 123rd year of Ascendancy at 02:11 see stats
By BadBreath the Higher Wyrmic level 45
64th Regrowth 124th year of Ascendancy at 00:39 see stats
By BadBreath the Higher Wyrmic level 50
35th Haze 124th year of Ascendancy at 22:58 see stats
By BadBreath the Higher Wyrmic level 10
9th Haze 122nd year of Ascendancy at 12:38 see stats
By BadBreath the Higher Wyrmic level 50
28th Haze 124th year of Ascendancy at 13:44 see stats
By BadBreath the Higher Wyrmic level 31
10th Dusk 123rd year of Ascendancy at 00:41 see stats
By BadBreath the Higher Wyrmic level 50
35th Haze 124th year of Ascendancy at 22:59 see stats
By BadBreath the Higher Wyrmic level 42
47th Regrowth 124th year of Ascendancy at 04:37 see stats
By BadBreath the Higher Wyrmic level 5
1st Mirth 122nd year of Ascendancy at 08:38 see stats
By BadBreath the Higher Wyrmic level 50
28th Pyre 124th year of Ascendancy at 23:32 see stats
By BadBreath the Higher Wyrmic level 25
24th Pyre 123rd year of Ascendancy at 13:03 see stats
By BadBreath the Higher Wyrmic level 20
3rd Regrowth 123rd year of Ascendancy at 00:21 see stats
By BadBreath the Higher Wyrmic level 50
45th Haze 124th year of Ascendancy at 07:14 see stats
By BadBreath the Higher Wyrmic level 42
48th Regrowth 124th year of Ascendancy at 01:09 see stats
Log
BadBreath uses Blinding Speed.
BadBreath speeds up.
BadBreath uses Quick as Thought.
BadBreath speeds up.
BadBreath uses Infusion: Regeneration.
BadBreath starts regenerating health quickly.
Salomibeth the gigantic corrosive tunneler rushes out!
Salomibeth the gigantic corrosive tunneler performs a melee critical strike against BadBreath!
BadBreath resists the terror!
Greater Weapon Focus from Salomibeth the gigantic corrosive tunneler performs a melee critical strike against BadBreath!
BadBreath resists the terror!
Salomibeth the gigantic corrosive tunneler performs a melee critical strike against BadBreath!
BadBreath resists the terror!
Greater Weapon Focus from Salomibeth the gigantic corrosive tunneler performs a melee critical strike against BadBreath!
BadBreath resists the terror!
Melee retaliation hits Salomibeth the gigantic corrosive tunneler for 6 temporal, 39 fire, 3 light, 46 mind, 6 temporal, 39 fire, 3 light, 46 mind, 6 temporal, 39 fire, 3 light, 46 mind, 6 temporal, 39 fire, 3 light, 46 mind (375 total damage).
Greater Weapon Focus from Salomibeth the gigantic corrosive tunneler hits BadBreath for 221 physical, 4 nature, 2 darkness, 259 physical, 7 nature (492 total damage).
Salomibeth the gigantic corrosive tunneler hits BadBreath for 205 physical, 4 nature, 2 darkness, 242 physical, 0 nature (453 total damage).
Salomibeth the gigantic corrosive tunneler uses Dual Strike.
Salomibeth the gigantic corrosive tunneler performs a melee critical strike against BadBreath!
BadBreath resists the terror!
Greater Weapon Focus from Salomibeth the gigantic corrosive tunneler performs a melee critical strike against BadBreath!
BadBreath resists the terror!
BadBreath resists the stunning strike!
Salomibeth the gigantic corrosive tunneler performs a melee critical strike against BadBreath!
Melee retaliation hits Salomibeth the gigantic corrosive tunneler for 6 temporal, 39 fire, 3 light, 23 mind, 6 temporal, 39 fire, 3 light, 46 mind, 6 temporal, 39 fire, 3 light, 46 mind (258 total damage).
Greater Weapon Focus from Salomibeth the gigantic corrosive tunneler hits BadBreath for 0 physical, 7 nature (7 total damage).
Salomibeth the gigantic corrosive tunneler hits BadBreath for 506 physical, 7 nature, 364 physical (876 total damage).
BadBreath the level 50 higher wyrmic was mutilated to death by Salomibeth the gigantic corrosive tunneler on level 80 of Infinite Dungeon.
Salomibeth the gigantic corrosive tunneler prepares for the next kill!