











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! 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.
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:
Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Alchemist |
Level / Exp | 50 / 2513% |
Size | small |
Lifes / Deaths | Killed by golem (servant of Sionis) at level 50 on the 2nd Haze 124th year of Ascendancy at 10:29 / 1 |
Primary Stats
Strength | 32 (base 16) |
Dexterity | 29 (base 7) |
Constitution | 93 (base 65) |
Magic | 178 (base 60) |
Willpower | 136 (base 50) |
Cunning | 143 (base 46) |
Resources
Life | 2004/2004 |
Mana | 461/1073 |
Healing Factor | 1.8135279301985 |
Regeneration | 85.689194701879 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +14.999999999998% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 26.09929573972 |
Infravision | 5 |
See Stealth | 76.509040778081 |
See Invisible | 79.509040778081 |
Offense: Mainhand
Damage | 114 |
Accuracy | 28 |
Crit Chance | 49% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 91 |
Crit Chance | 55% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Acid | +54% |
Blight | +32% |
Arcane | +28% |
Cold | +62% |
All | +7% |
Lightning | +183% |
Light | +22% |
Physical | +32% |
Darkness | +16% |
Fire | +52% |
Mind | +10% |
Offense: Damage Penetration
Blight | +24% |
Arcane | +44% |
Mind | +39% |
All | +14% |
Lightning | +69% |
Light | +58% |
Temporal | +24% |
Fire | +24% |
Cold | +34% |
Defense: Base
Armour (hardiness) | 56.57142857143 (74.574340358689%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 78 |
Mental Save | 85 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 50%( 70%) |
Cold | + 70%( 70%) |
All | + 32%( 70%) |
Physical | + 39%( 70%) |
Lightning | + 70%( 70%) |
Light | + 69%( 70%) |
Temporal | + 53%( 70%) |
Mind | + 50%( 70%) |
Darkness | + 55%( 70%) |
Fire | + 70%( 70%) |
Nature | + 59%( 70%) |
Defense: Immunities
Silence Resistance | 47% |
Disarm Resistance | 50% |
Knockback Resistance | 50% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 45% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 854 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1643% for 10 turns (82 total) and instantly restoring 82 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 430 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Energy alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
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. | active |
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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Betogatira the forest troll. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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 Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved talent Disarm (+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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3220. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * 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 Maj'Eyal 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 | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Mag / +6 Cun / +6 Con Changes resistances: +6% blight / +6% nature Changes damage: +22% acid / +10% blight Physical save: +31 (+7 eff.) Mental save: +22 (+5 eff.) Disease immunity: +50% Silence immunity: +47% Confusion immunity: +48% Stun/Freeze immunity: +50% Life regen: +4.00 Only die when reaching: -20.00 life Maximum life: +40.00 Spellpower: +10 (+2 eff.) A pair of boots made of leather. |
Quiver | ![]() 0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 30 fire Changes stats: +8 Mag Changes resistances: +10% fire / +6% mind / +6% temporal Changes resistances penetration: +25% lightning / +10% temporal / +14% all Changes damage: +3% mind Blindness immunity: +45% Confusion immunity: +30% Spellpower: +17 (+3 eff.) Light radius: +15 See stealth: +25 See invisible: +25 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+4 eff.) This jeweled crown shimmers with colors. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 6 arcane Changes resistances: +21% blight / +12% light / +18% lightning Changes resistances penetration: +34% light / +30% lightning Changes damage: +15% lightning / +15% blight It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to reduce all saves and defense by 41 Damage (Melee): 35 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 41 Damage (Ranged): 25 physical Changes stats: +8 Mag / +8 Wil / +9 Cun Changes resistances: +6% arcane / +6% light Changes resistances penetration: +10% light / +30% arcane Changes damage: +9% light Mental save: +13 (+3 eff.) Disarm immunity: +50% Confusion immunity: +42% Pinning immunity: +50% Knockback immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum life: +50.00 Maximum hate: +12.00 Spellpower: +15 (+3 eff.) Light radius: +4 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 41 * 24% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 30 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 41 Damage (Ranged): 34 physical Changes stats: +3 Mag / +8 Wil / +18 Cun / +2 Con Changes resistances: +9% temporal / +40% fire Changes damage: +20% fire Life regen: +20.00 Hate when firing a critical mind attack: +3.00 Maximum life: +99.00 Maximum hate: +15.00 Mindpower: +15 (+4 eff.) See invisible: +3 Healing mod.: +20% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 150% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +10% Changes stats: +40 Mag / +40 Wil / +40 Cun Changes resistances: +6% arcane / +12% light Changes resistances penetration: +10% blight Changes damage: +40% lightning / +12% arcane Talent granted: +1 Command Staff Physical save: +12 (+3 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +20 Spellpower: +20 (+4 eff.) Spell crit. chance: +5% Light radius: +4 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Mag Changes resistances: +21% cold Changes resistances penetration: +10% fire Spell save: +12 (+3 eff.) Life regen: +8.00 Stamina each turn: +1.20 Mana when firing critical spell: +2.00 Maximum stamina: +33.00 Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Dex / +7 Mag / +7 Wil / +8 Cun Changes resistances: +58% lightning / +19% darkness / +9% light / +15% cold / +20% mind / +15% all Changes resistances penetration: +20% cold Changes damage: +72% lightning / +25% physical / +6% light / +30% cold Damage affinity(heal): +20% lightning Physical save: +20 (+5 eff.) Spell save: +19 (+4 eff.) Mental save: +31 (+6 eff.) Light radius: +2 Movement speed: +15% Chance to avoid any damage: +8% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +16 (+5 eff.) Changes stats: +2 Cun Changes resistances: +18% nature / +17% blight Changes resistances penetration: +25% mind Changes damage: +9% darkness Physical save: +23 (+6 eff.) Mental save: +12 (+3 eff.) Life regen: +11.00 Hate when firing a critical mind attack: +2.00 Only die when reaching: -50.00 life Mindpower: +5 (+2 eff.) Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +19 Fatigue: -8% Changes stats: +9 Con Changes resistances: +6% lightning / +5% arcane Changes damage: +24% lightning / +9% arcane Critical mult.: +17.00% Life regen: +4.00 Amulets make your neck look great! |
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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 397 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 786% 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 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: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 176 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 613 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 758 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 379 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. |
![]() wild infusion (res 24%; mental, physical; dur 4; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1475% for 10 turns (74 total) and instantly restoring 74 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1806% for 10 turns (90 total) and instantly restoring 90 mana. Also when resting your mana will regenerate at 0.5 per turn. 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! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 22 power out of 36/36) : Effective talent level: 4.0 Power cost: 22 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (191). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +28% lightning / +3% fire / +29% light / +30% darkness Changes damage: +9% blight Critical mult.: +10.00% Physical save: +19 (+5 eff.) Blindness immunity: +81% Stun/Freeze immunity: +45% Life regen: +11.00 Mana each turn: +0.20 Vim when firing critical spell: +1.00 Maximum life: +80.00 Spell crit. chance: +7% Infravision radius: +10 Sight radius: +2 See invisible: +13 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 6 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +16% arcane / +3% nature Changes damage: +11% arcane Light radius: +3 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 (+2 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. |
![]() 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. |
![]() Xanikira the voratun ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Mag Changes resistances: +7% arcane Physical save: +24 (+6 eff.) Mental save: +24 (+5 eff.) Disarm immunity: +27% Pinning immunity: +27% Stun/Freeze immunity: +27% Knockback immunity: +27% Teleport immunity: +27% Spellpower: +14 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +26% nature Changes damage: +13% nature Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Defense: +10 (+3 eff.) Changes stats: +4 Cun / +4 Mag Spellpower: +7 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+2 eff.) Life regen: +7.00 Maximum life: +47.00 Maximum stamina: +16.00 Healing mod.: +11% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +22% acid / +10% fire / +18% lightning / +16% cold Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +20.00 Maximum life: +81.00 Healing mod.: +17% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+1 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +22.00 Rings make your fingers look great! |
![]() elemental voratun battleaxe of ruin (172% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 172% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 139 acid damage (1/turn) When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Changes resistances penetration: +42% acid Changes damage: +33% acid Critical mult.: +35.00% Massive two-handed battleaxes. |
![]() voratun battleaxe 'Oakworm' (167% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +27 nature / +27 temporal Damage (radius 2) on crit: +24 mind / +12 temporal When wielded/worn: Accuracy: +21 (+10 eff.) Defense: +20 (+7 eff.) Damage when hit (Melee): 10 mind Changes resistances: +12% temporal / +20% mind / +24% nature Changes resistances penetration: +15% arcane / +30% temporal Disarm immunity: +70% Massive two-handed battleaxes. |
![]() dwarven-steel greatsword of shearing (142% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 143% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +24 (+11 eff.) Armour penetration: +10 Changes resistances penetration: +16% all Massive two-handed swords. |
![]() truestriking steel greatsword of massacre (150% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 151% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+9 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical Massive two-handed swords. |
![]() warbringer's stralite greatsword of vileness (159% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 37 Damage (Melee): +24 blight When wielded/worn: Physical power: +19 (+7 eff.) Changes stats: +9 Con Changes resistances penetration: +19% physical Disarm immunity: +42% Massive two-handed swords. |
![]() Blazepierce the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +38 nature / +16 fire Damage (radius 1) on hit: +8 lightning When wielded/worn: Accuracy: +38 (+16 eff.) Armour penetration: +23 Changes stats: +11 Con Changes resistances: +6% lightning / +3% temporal / +6% darkness / +3% blight / +6% nature / +9% light Changes resistances penetration: +10% lightning / +23% nature / +18% all Talent mastery: +0.30 Wild-gift / Fungus It can be used to regenerate 318 life over 5 turns Activation puts all charms on cooldown for 12 turns. Longbows are used to shoot arrows at your foes. |
![]() Demonripper Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +12 darkness / +128 fire When wielded/worn: Effects on ranged hit: * 10% chance to reduce damage dealt by 33% Damage when hit (Melee): 4 arcane Changes stats: +20 Str / +32 Dex / +20 Mag / +20 Wil / +20 Cun / +20 Con Changes resistances: +12% mind Changes resistances penetration: +15% physical / +10% arcane / +38% fire Changes damage: +6% arcane Global speed: +11% Longbows are used to shoot arrows at your foes. |
![]() mage-hunter's dragonbone longbow of dexterity (+12) Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Effects on ranged hit: * 35 arcane resource burn Changes stats: +12 Dex / +11 Wil / +11 Cun Changes resistances penetration: +14% physical Talent mastery: +0.30 Wild-gift / Antimagic Mindpower: +23 (+6 eff.) Longbows are used to shoot arrows at your foes. |
![]() chilling voratun longsword of evisceration (151% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +30 cold When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+5 eff.) Sharp, long, and deadly. |
![]() flaming voratun longsword of erosion (151% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 nature Damage (radius 1) on hit: +20 fire Sharp, long, and deadly. |
![]() voratun longsword of ruin (151% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +15 Physical crit. chance: +13.0% Critical mult.: +34.00% Sharp, long, and deadly. |
![]() blazebringer's voratun mace of crippling (157% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +90 fire When wielded/worn: Physical crit. chance: +14.0% Changes resistances penetration: +23% fire Global speed: +11% Blunt and deadly. |
![]() creative pulsing mindstar of balance (108% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x 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: Changes stats: +7 Cun Talent granted: +1 Attune Mindstar Critical mult.: +17.00% Physical save: +7 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+2 eff.) Equilibrium when hit: +2.10 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted thorny mindstar of venom (100% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x 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% When wielded/worn: Damage (Melee): 13 acid Changes resistances: +14% acid Changes resistances penetration: +12% acid Changes damage: +13% acid Talent granted: +1 Attune Mindstar Life regen: +4.00 Mindpower: +14 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() penetrating drakeskin leather sling of cunning (+8) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes stats: +8 Cun Changes resistances penetration: +30% physical Slings are used to hurl stones or metal shots at your foes. |
![]() stormbringer's rough leather sling Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (radius 2) on crit: +13 lightning / +9 cold When wielded/worn: Changes resistances penetration: +8% lightning / +9% cold Movement speed: +26% Slings are used to hurl stones or metal shots at your foes. |
![]() Hellsspitter the dragonbone vilestaff (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Armour: +16 Defense: +22 (+7 eff.) Damage (Melee): 32 arcane Changes resistances: +6% fire Maximum wards: +3 darkness Changes resistances penetration: +10% arcane Changes damage: +30% darkness Talents granted: +5 Ward +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +120.00 Maximum stamina: +20.00 Spellpower: +24 (+4 eff.) Spell crit. chance: +20% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Staves designed for wielders of magic, by the greats of the art. |
![]() blighted elven-wood vilestaff (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Maximum vim: +18.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone starstaff of breaching (136% power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% physical Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone vilestaff of the prodigy (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +20 Mag / +18 Wil / +17 Cun Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() earthen dragonbone magestaff of illumination (136% power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Armour Hardiness: +10% Defense: +15 (+5 eff.) Changes damage: +30% arcane Talent granted: +1 Command Staff Physical save: +12 (+3 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 143.88 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() earthen dragonbone vilestaff of the prodigy (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +7% Changes stats: +18 Mag / +20 Wil / +20 Cun Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +12 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal dragonbone starstaff of channeling (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+8 eff.) Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.60 Spellpower: +41 (+8 eff.) Spell crit. chance: +5% Damage Shield penetration: +30% Damage Shield Power: +20% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 18 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() yew vilestaff of channeling (120% power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% acid Talent granted: +1 Command Staff Mana each turn: +0.40 Spellpower: +23 (+4 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 18 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() caustic dwarven-steel steamsaw (125% power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 125% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +52 Damage (radius 2) on crit: +17 acid / +29 nature Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +11 Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances penetration: +14% acid / +17% nature Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() icy iron steamsaw of rage (100% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 100% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +10 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +9 (+4 eff.) Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Damage (Melee): 11 cold Damage when hit (Melee): 5 ice Changes stats: +3 Str Changes damage: +7% physical Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() impervious voratun steamsaw of rage (65% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +104 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +25 (+12 eff.) Armour: +18 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +11 Str / +7 Con Changes damage: +12% physical Talent granted: +3 Block Physical save: +15 (+4 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() wrathful voratun steamsaw of the stars (65% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 152% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +101 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% On shield block: * Deals 209 light and fire damage to each enemy blocked Changes stats: +11 Cun / +11 Mag Changes resistances: +15% fire / +35% light / +20% darkness Changes damage: +20% light / +20% darkness Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Cyrira the Boltjustice (150% power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 34% chance to reduce all saves and defense by 41 Damage (Melee): +27 lightning / +10 mind / +27 blight When wielded/worn: Changes stats: +5 Wil / +7 Cun / +13 Con Changes damage: +27% blight Spellpower on spell critical (stacks up to 3 times): +14 Maximum mana: +100.00 Maximum vim: +68.01 One-handed war axes. |
![]() arcing voratun waraxe of evisceration (148% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 139 damage On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +14 (+5 eff.) One-handed war axes. |
![]() quick voratun waraxe (150% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+12 eff.) Changes stats: +7 Dex Combat speed: +10% One-handed war axes. |
![]() voratun waraxe of vileness (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 26% chance to reduce strength, dexterity, and constitution by 37 Damage (Melee): +20 blight One-handed war axes. |
![]() Drezor the Arcrend Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +5 Changes stats: +12 Con Changes resistances: +7% arcane / +33% lightning Changes damage: +18% physical / +15% arcane / +27% nature Only die when reaching: -108.81 life Maximum life: +106.00 Maximum mana: +77.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +37.00 Maximum vim: +38.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
![]() monstrous drakeskin leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +6 Str / +6 Con Physical save: +15 (+4 eff.) Size category: +1 A belt that goes around your waist. |
![]() ravager's drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +20% physical Changes damage: +25% physical A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
![]() ancient elven-silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes resistances: +15% all Changes resistances penetration: +14% temporal / +14% physical Changes damage: +26% physical / +29% temporal / +20% all Spellpower: +17 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to slow global speed by 70% Damage when hit (Melee): 4 fire Changes stats: +6 Mag / +4 Wil / +1 Con Changes resistances: +30% blight / +12% fire / +1% physical / +15% all Changes resistances penetration: +20% darkness / +19% physical Changes damage: +30% physical / +30% darkness / +30% blight / +9% fire / +29% arcane Silence immunity: +50% Stamina each turn: +2.00 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +108.00 Maximum hate: +14.00 Spellpower: +16 (+3 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce all saves and defense by 41 Damage when hit (Melee): 4 mind / 2 arcane Changes stats: +8 Mag Changes resistances: +45% light / +42% darkness / +3% fire / +3% mind / +15% all Changes resistances penetration: +10% darkness / +35% physical / +30% mind / +15% temporal Changes damage: +60% physical / +30% light / +26% temporal / +15% arcane / +58% darkness Maximum hate: +15.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven elven-silk robe of nature (+45%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +45% nature / +15% all Changes damage: +30% nature Mental save: +30 (+6 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +5 Wil / +6 Cun Changes resistances: +15% all Changes damage: +30% light / +30% darkness Silence immunity: +44% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +30 (+6 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's elven-silk robe of protection (5 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Changes stats: +6 Cun Changes resistances: +15% all Changes damage: +23% light / +30% darkness Physical save: +30 (+7 eff.) Spellpower: +10 (+2 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Mag / +7 Wil Changes resistances: +14% lightning / +20% physical / +20% acid / +33% cold / +16% fire / +15% all Changes damage: +30% lightning / +50% physical / +25% fire / +48% cold / +25% acid Talent cooldown: Refit Golem (-5 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() sunsealed elven-silk robe of power (8 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +7 Defense: +8 (+3 eff.) Changes stats: +7 Mag Changes resistances: +15% darkness / +14% light / +15% all Changes damage: +26% light / +20% all Maximum life: +70.00 Spellpower: +20 (+4 eff.) Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 348 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +1 Str / +6 Mag / +3 Cun / +3 Con Changes damage: +6% mind Reduces incoming crit damage: 15.00% Maximum encumbrance: +50 Physical save: +13 (+3 eff.) Mental save: +9 (+2 eff.) Silence immunity: +45% Confusion immunity: +50% Stun/Freeze immunity: +50% Psi when hit: +0.08 Lowers spell cool-downs by: 10% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +15 Fatigue: +4% Changes stats: +4 Str / +3 Dex / +4 Mag Changes resistances: +15% acid / +25% fire / +15% lightning / +30% cold Reduces incoming crit damage: 10.00% Silence immunity: +46% Confusion immunity: +49% Stun/Freeze immunity: +50% Spellpower: +13 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of drakeskin leather boots of evasion (13 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +13 (+4 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() pair of voratun boots of rushing (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +4 Con It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 7 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() restorative pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Life regen: +8.00 Stamina each turn: +1.30 Maximum stamina: +39.00 Healing mod.: +20% A pair of boots made of leather. |
![]() traveler's pair of voratun boots of evasion (18 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+6 eff.) Fatigue: -6% Maximum encumbrance: +44 Physical save: +12 (+3 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() alchemist's voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 10 acid / 9 fire / 8 cold / 9 lightning Changes stats: +5 Mag / +5 Wil Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() corrosive iron gauntlets of war-making (0 def, 1 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +8.0% Armour: +1 Fatigue: +1% Damage (Melee): 7 acid Changes resistances: +6% acid Changes damage: +5% acid Critical mult.: +7.00% Spell crit. chance: +8% Mental crit. chance: +8% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() psychic's hardened leather gloves of magic (+5) (0 def, 2 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 11 mind Changes stats: +5 Mag Changes resistances: +8% mind Changes damage: +8% arcane / +8% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% light / +15% mind / +10% arcane Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 12 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 2 fire Changes stats: +4 Str / +5 Con Changes resistances: +27% nature / +6% fire Changes resistances penetration: +10% arcane / +26% fire Changes damage: +9% fire Physical save: +10 (+3 eff.) Spell save: +17 (+4 eff.) Mental save: +13 (+3 eff.) Maximum life: +194.00 Healing mod.: +36% It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() bladed voratun helm (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +12 Str It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 167.1 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() defender's drakeskin leather cap (8 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Defense: +8 (+3 eff.) Fatigue: +5% Changes resistances: +7% all Physical save: +15 (+4 eff.) A cap made of leather. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Changes stats: +1 Str / +2 Dex / +10 Wil / +10 Cun Changes resistances: +28% fire / +50% darkness / +20% physical Changes damage: +19% fire / +31% darkness / +27% physical Physical save: +3 (+1 eff.) Mental save: +25 (+5 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 Maximum hate: +14.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +12% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 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 281 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% 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... |
![]() radiant dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +22% blight / +22% darkness Life regen: +7.00 Maximum life: +52.00 Light radius: +2 Healing mod.: +16% A suit of armour made of mail. |
![]() radiant iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +14% blight / +14% darkness Light radius: +2 A suit of armour made of mail. |
![]() searing voratun mail armour of clarity (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Damage (Melee): 22 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire Changes resistances: +30% acid / +30% fire / +10% mind Mental save: +25 (+5 eff.) A suit of armour made of mail. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+3 eff.) Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +3% cold / +15% temporal Changes damage: +3% cold Critical mult.: +20.00% Life regen: +19.30 Stamina each turn: +1.60 Maximum life: +70.00 Healing mod.: +20% A suit of armour made of leather. |
![]() drakeskin leather armour of the hero (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +5 Str / +9 Dex / +9 Mag / +8 Wil / +9 Cun Maximum life: +68.00 A suit of armour made of leather. |
![]() marauder's rough leather armour of temporal resistance (7 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +7 (+2 eff.) Fatigue: +6% Changes stats: +5 Str / +5 Dex Changes resistances: +18% temporal Physical save: +8 (+2 eff.) A suit of armour made of leather. |
![]() troll-hide cured leather armour of delving (6 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +6 Str Changes resistances: +14% darkness / +9% physical Life regen: +7.40 Maximum life: +40.00 Light radius: +2 Healing mod.: +14% It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() troll-hide drakeskin leather armour of the wind (35 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +19 Physical crit. chance: +10.0% Armour: +8 Defense: +35 (+10 eff.) Fatigue: +8% Life regen: +15.00 Stamina each turn: +1.50 Maximum life: +69.00 Healing mod.: +20% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 188 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() hardened voratun plate armour (0 def, 26 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Fatigue: +22% Changes resistances: +13% acid / +12% physical / +13% cold / +12% lightning / +13% fire A suit of armour made of metal plates. |
![]() prismatic voratun plate armour of spell shielding (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +10% arcane / +19% light / +17% darkness Spell save: +25 (+5 eff.) A suit of armour made of metal plates. |
![]() radiant voratun plate armour of Eyal (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +5 Wil Changes resistances: +29% blight / +29% darkness Life regen: +11.00 Maximum life: +80.00 Light radius: +2 Healing mod.: +20% A suit of armour made of metal plates. |
![]() rejuvenating voratun plate armour of implacability (0 def, 26 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Fatigue: +12% Physical save: +15 (+4 eff.) Life regen: +7.40 Stamina each turn: +1.20 A suit of armour made of metal plates. |
![]() searing voratun plate armour of lightning resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage (Melee): 23 acid / 19 fire Damage when hit (Melee): 16 acid / 16 fire Changes resistances: +30% acid / +30% fire / +29% lightning A suit of armour made of metal plates. |
![]() voratun plate armour of Eyal (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Life regen: +11.00 Maximum life: +75.00 Healing mod.: +20% A suit of armour made of metal plates. |
![]() swashbuckler's steel shield (0 def, 4 armour, 38.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +4 Fatigue: +8% Changes stats: +5 Str / +6 Dex Talent granted: +1 Block Handheld deflection devices. |
![]() swashbuckler's voratun shield of crushing (0 def, 10 armour, 194.5 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +24 (+11 eff.) Physical crit. chance: +18.0% Physical power: +15 (+5 eff.) Armour: +10 Fatigue: +8% Changes stats: +13 Str / +13 Dex Talent granted: +1 Block Handheld deflection devices. |
![]() windwalling voratun shield of fire resistance (+20%) (0 def, 10 armour, 206.5 block) Requires: - Shield usage training - Strength 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +5 Wil Changes resistances: +30% fire / +20% physical Talent granted: +1 Block Slows Projectiles: +38% Bonus block near projectiles: +78 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 When used as an alchemist bomb: Bomb damage +5% 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: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb thrown range +3 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 When used as an alchemist bomb: Mana regain 20 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 When used as an alchemist bomb: Bomb damage +10% 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 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage 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 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() soldier's voratun pickaxe (dig speed 11 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Changes stats: +3 Str Changes resistances: +10% physical 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 Encumbrance. Type: alchemist-gem / green ; tier 3 When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
![]() 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 When used as an alchemist bomb: Additional 50 poison damage 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 When used as an alchemist bomb: Slows by 17% 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 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Wil / +3 Cun / +10 Con Changes resistances: +15% blight / +21% fire Changes resistances penetration: +15% arcane Critical mult.: +10.00% Physical save: +14 (+4 eff.) Mental save: +11 (+2 eff.) Life regen: +12.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Light radius: +5 Healing mod.: +23% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(174 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 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 unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 4 When used as an alchemist bomb: Bomb damage +20% 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% When used as an alchemist bomb: Life regen 10% of max life 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% When used as an alchemist bomb: Additional 40 fire damage 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% When used as an alchemist bomb: Life regen 5% of max life 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 997.12 fire damage (based on Magic) Activation costs 30 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 975.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() tundral pouch of dwarven-steel shots of annihilation (19/22, 154% power, 11 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 155% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +13.0% Capacity: 22 Travel speed: +200% Damage (Ranged): +23 cold Damage (radius 2) on crit: +11 cold Shots are used with slings to pummel your foes to death. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() cleansing dragonbone totem of stinging [power 560] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 599 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Lights terrain (power 100) Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / white ; tier 3 When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
![]() 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns 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 When used as an alchemist bomb: Lights terrain (power 100) 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 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% When used as an alchemist bomb: 10% chance to stun for 2 turns 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 When used as an alchemist bomb: 20% chance to daze for 3 turns 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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Sionis the Halfling Alchemist level 35
67th Haze 123rd year of Ascendancy at 15:24 see stats
By Sionis the Halfling Alchemist level 39
60th Regrowth 124th year of Ascendancy at 00:57 see stats
By Sionis the Halfling Alchemist level 34
65th Haze 123rd year of Ascendancy at 05:18 see stats
By Sionis the Halfling Alchemist level 29
67th Pyre 123rd year of Ascendancy at 12:48 see stats
By Sionis the Halfling Alchemist level 43
39th Pyre 124th year of Ascendancy at 11:31 see stats
By Sionis the Halfling Alchemist level 48
51st Pyre 124th year of Ascendancy at 18:44 see stats
By Sionis the Halfling Alchemist level 37
3rd Decay 123rd year of Ascendancy at 05:22 see stats
By Sionis the Halfling Alchemist level 36
75th Haze 123rd year of Ascendancy at 22:52 see stats
By Sionis the Halfling Alchemist level 35
73rd Haze 123rd year of Ascendancy at 19:39 see stats
By Sionis the Halfling Alchemist level 24
12nd Pyre 123rd year of Ascendancy at 17:45 see stats
By Sionis the Halfling Alchemist level 19
12nd Regrowth 123rd year of Ascendancy at 00:43 see stats
By Sionis the Halfling Alchemist level 26
49th Pyre 123rd year of Ascendancy at 21:28 see stats
By Sionis the Halfling Alchemist level 50
78th Dusk 124th year of Ascendancy at 09:44 see stats
By Sionis the Halfling Alchemist level 50
2nd Haze 124th year of Ascendancy at 10:29 see stats
By Sionis the Halfling Alchemist level 48
61st Pyre 124th year of Ascendancy at 02:42 see stats
By Sionis the Halfling Alchemist level 33
44th Haze 123rd year of Ascendancy at 00:44 see stats
By Sionis the Halfling Alchemist level 45
39th Pyre 124th year of Ascendancy at 22:46 see stats
By Sionis the Halfling Alchemist level 10
46th Dusk 122nd year of Ascendancy at 17:04 see stats
By Sionis the Halfling Alchemist level 20
16th Regrowth 123rd year of Ascendancy at 12:43 see stats
By Sionis the Halfling Alchemist level 30
74th Pyre 123rd year of Ascendancy at 01:38 see stats
By Sionis the Halfling Alchemist level 40
74th Regrowth 124th year of Ascendancy at 22:53 see stats
By Sionis the Halfling Alchemist level 50
5th Flare 124th year of Ascendancy at 10:55 see stats
By Sionis the Halfling Alchemist level 50
61st Dusk 124th year of Ascendancy at 06:32 see stats
By Sionis the Halfling Alchemist level 30
7th Flare 123rd year of Ascendancy at 06:41 see stats
By Sionis the Halfling Alchemist level 50
2nd Haze 124th year of Ascendancy at 03:48 see stats
By Sionis the Halfling Alchemist level 43
39th Pyre 124th year of Ascendancy at 04:14 see stats
By Sionis the Halfling Alchemist level 15
67th Haze 122nd year of Ascendancy at 07:31 see stats
By Sionis the Halfling Alchemist level 37
76th Haze 123rd year of Ascendancy at 13:51 see stats
By Sionis the Halfling Alchemist level 50
2nd Haze 124th year of Ascendancy at 03:46 see stats
By Sionis the Halfling Alchemist level 39
60th Regrowth 124th year of Ascendancy at 00:57 see stats
By Sionis the Halfling Alchemist level 9
35th Dusk 122nd year of Ascendancy at 15:02 see stats
By Sionis the Halfling Alchemist level 39
60th Regrowth 124th year of Ascendancy at 00:57 see stats
By Sionis the Halfling Alchemist level 30
77th Dusk 123rd year of Ascendancy at 08:38 see stats
By Sionis the Halfling Alchemist level 50
38th Dusk 124th year of Ascendancy at 23:01 see stats
By Sionis the Halfling Alchemist level 16
77th Haze 122nd year of Ascendancy at 08:15 see stats
By Sionis the Halfling Alchemist level 39
47th Regrowth 124th year of Ascendancy at 01:26 see stats
By Sionis the Halfling Alchemist level 23
67th Regrowth 123rd year of Ascendancy at 12:03 see stats
By Sionis the Halfling Alchemist level 14
67th Haze 122nd year of Ascendancy at 03:41 see stats
By Sionis the Halfling Alchemist level 34
64th Haze 123rd year of Ascendancy at 11:46 see stats
By Sionis the Halfling Alchemist level 50
57th Dusk 124th year of Ascendancy at 19:08 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 8 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 17 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 19 turns (stop reason: at portal).
Golem (servant of Sionis) uses Self-destruction.
New Achievement: Fool of a Took! (Insane (Roguelike) difficulty)!
Character control switched to Sionis.