Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Raccoonian Race 1.3.0Adds Raccoonian as a playable race, a forest creature with keen senses.Raccoonians are usually timid and reclusive, albeit some individuals crave for a more adventurous lifestyle. They possess agile limbs, natural cunning, keen senses and strong bonds with their animal ancestry. They do not practice arcane magic and have no talent for it. Stat modifiers:
Life per level: 11Experience modifier: +15% Racial talents:Raccoonian Malice: Passive. Boosts your racial aptitudes for malice and thievery, increasing cunning and dexterity.Raccoonian Senses: Sustained. Focus on the scents and noises around you, revealing all creatures in a radius which scales with your cunning. Your deep focus will also slow you down while active.Rockstar Raccoon Rampage: Active. Enter a destructive rampage state, boosting your movement speed for a short amount of time. Besides, once per turn you unleash your destructive behaviour, granting a free attack to a random adjacent enemy as phyisical damage.Raccoonian Rage: Passive. Your animal nature makes you react to pain and wounds with a wild frenzy, giving you action speed scaling with your missing live percentage. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Abomination Race - Bamboo Edition 1.4.9Adds the undead abomination race. This edition changes the global speed penalty to a heftier movement speed penalty, and fixes crashes from yank out talents. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. 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:
Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. 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:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. Items Vault 1.7.0Donators/Buyers bonus! Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Abomination |
Class | Reaver |
Level / Exp | 21 / 83% |
Size | gargantuan |
Lifes / Deaths | Killed by Xanabeth the black bear at level 11 on the 3rd Summertide 122nd year of Ascendancy at 09:53 0 / 6Killed by Neroraba the large white snake at level 19 on the 21st Dusk 122nd year of Ascendancy at 18:13 Killed by Isleriavea the rattlesnake at level 20 on the 24th Dusk 122nd year of Ascendancy at 13:54 Killed by Adyvena the brown bear at level 20 on the 24th Dusk 122nd year of Ascendancy at 16:51 Killed by Aerothra the netherworm mass at level 21 on the 26th Dusk 122nd year of Ascendancy at 12:31 Killed by luminous horror at level 21 on the 26th Dusk 122nd year of Ascendancy at 16:21 |
Primary Stats
Strength | 53 (base 48) |
Dexterity | 20 (base 11) |
Constitution | 32 (base 16) |
Magic | 50 (base 34) |
Willpower | 19 (base 10) |
Cunning | 22 (base 10) |
Resources
Life | -235/700 |
Vim | 110/180 |
Healing Factor | 1.5424420161895 |
Regeneration | 23.830729150127 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 8 |
See Invisible | 9 |
Offense: Mainhand
Damage | 90 |
Accuracy | 35 |
Crit Chance | 16% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 59 |
Accuracy | 35 |
Crit Chance | 12% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Light | +12% |
Darkness | +15% |
Blight | +6% |
Arcane | +13% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Acid | +15% |
Darkness | +15% |
Defense: Base
Armour (hardiness) | 74.08934837382 (81.151787968034%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 23 |
Physical Save | 38 |
Spell Save | 26 |
Mental Save | 26 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 6%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 38%( 70%) |
All | 0%( 70%) |
Lightning | + 33%( 70%) |
Light | + 3%( 70%) |
Temporal | + 8%( 70%) |
Mind | + 3%( 70%) |
Physical | + 4%( 70%) |
Fire | + 17%( 70%) |
Darkness | + 25%( 70%) |
Defense: Immunities
Disarm Resistance | 25% |
Instadeath Resistance | 100% |
Confusion Resistance | 0% |
Knockback Resistance | 20% |
Stun Resistance | 49% |
Poison Resistance | 72% |
Blind Resistance | 50% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 312 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 85 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Corruption / Rot | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Abomination | 1.20 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
Quests
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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Vorelrabeth the forest wight. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Islarin the bee swarm. Escort: repented thief (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 40% Changes resistances: +6% blight / +14% fire / +6% darkness / +15% cold Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +7 Fatigue: -5% Changes resistances: +3% fire Maximum encumbrance: +22 Physical save: +9 (+4 eff.) Only die when reaching: -20.00 life A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 135% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +9.5% Capacity: 38 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 73 physical damage On weapon crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 blight / +8 fire / +7 physical Damage (radius 1) on hit: +8 fire When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +3% mind / +3% physical Changes resistances penetration: +5% acid Mental save: +3 (+1 eff.) Maximum life: +42.00 Light radius: +3 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Defense: +15 (+7 eff.) Fatigue: +5% Changes resistances: +3% cold / +1% physical Reduces incoming crit damage: 5.00% Knockback immunity: +20% Maximum life: +40.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 10 arcane Damage when hit (Melee): 4 blight Changes stats: +7 Mag / +4 Wil Changes resistances: +5% arcane / +3% lightning Changes resistances penetration: +10% blight Changes damage: +10% arcane / +6% blight Physical save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +25% Spellpower: +5 (+3 eff.) 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. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +5 (+2 eff.) Armour: +14 Changes stats: +1 Str Changes resistances: +6% lightning Maximum life: +22.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Con Changes resistances: +9% acid / +9% cold / +5% arcane / +3% light Physical save: +13 (+5 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Defense: +5 (+2 eff.) Changes stats: +2 Str / +2 Mag Changes resistances: +24% lightning Changes damage: +12% lightning Infravision radius: +1 Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 13% * 7% chance to blind Changes stats: +5 Dex / +4 Cun / +4 Con Changes damage: +6% light / +6% darkness Life regen: +2.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
In main hand | ![]() 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 Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Damage (Melee): +6 temporal When wielded/worn: Changes resistances: +6% temporal One-handed war axes. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +4 Changes stats: +3 Dex / +4 Cun / +1 Con / +6 Lck Changes damage: +3% fire Trap disarming bonus: +7 Stealth bonus: +6 Only die when reaching: -40.00 life Maximum stamina: +10.00 Infravision radius: +3 See invisible: +9 A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 40% * 15% chance to reduce all saves and defense by 15 Damage (Melee): +8 mind When wielded/worn: Armour penetration: +8 Changes stats: +2 Dex / +4 Wil / +4 Cun / +2 Con Changes resistances: +3% temporal Sharp, long, and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce armor by 29% Changes resistances: +3% acid / +11% cold Changes resistances penetration: +15% darkness / +10% acid Changes damage: +6% light / +9% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +9% darkness Changes resistances penetration: +5% blight Changes damage: +3% arcane Mana when firing critical spell: +1.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 350 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 158 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +15 (+7 eff.) Effects on melee hit: * 10% chance to reduce armor by 29% Changes stats: +2 Dex Changes resistances penetration: +10% lightning Cut immunity: +10% Silence immunity: +20% Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% blight / +10% nature / +10% arcane Spell save: +5 (+2 eff.) Aged by time and nature, it isn't clear what is enscribed on this pendant. Some of its power still lingers though. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +7 Str / +3 Wil / +6 Con Silence immunity: +20% Mana each turn: +0.12 Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +6 Str / +7 Con Changes resistances: +3% light / +5% arcane Changes damage: +3% light / +9% arcane Physical save: +6 (+3 eff.) Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +23.00 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 9.69 cold and 9.69 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() gold ring 'Icepanic' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Damage when hit (Melee): 10 mind Changes resistances: +6% mind / +27% cold Changes damage: +18% mind / +18% cold Rings make your fingers look great! |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 cold When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +7 Physical crit. chance: +7.0% Defense: +7 (+3 eff.) Changes resistances: +3% blight Changes resistances penetration: +15% blight / +15% cold Critical mult.: +12.00% Disarm immunity: +23% Sharp, short and deadly. |
![]() Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 116% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 nature / +6 darkness Damage against: +7% Living When wielded/worn: Damage when hit (Melee): 6 nature Changes resistances: +5% arcane Changes resistances penetration: +15% nature Sharp, short and deadly. |
![]() Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 103.56 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() Vipervagrant the steel dagger (101% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +16 nature When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +7 (+3 eff.) Damage when hit (Melee): 6 nature Changes stats: +4 Str / +4 Cun / +5 Con Changes resistances penetration: +10% mind Disarm immunity: +30% Sharp, short and deadly. |
![]() Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 116% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 29% On weapon crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 blight / +9 nature Damage (radius 1) on hit: +8 acid When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Changes resistances penetration: +15% blight Spellpower: +10 (+4 eff.) Sharp, short and deadly. |
![]() Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 136% Range: 1.7x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +8 fire When wielded/worn: Accuracy: +22 (+8 eff.) Armour penetration: +8 Physical crit. chance: +3.0% Changes stats: +3 Dex Changes resistances penetration: +15% acid / +8% all Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +11 acid When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +3.0% Physical power: +9 (+3 eff.) Armour: +4 Changes stats: +3 Str / +1 Dex Changes resistances penetration: +10% physical Changes damage: +15% acid Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 bleed Damage (radius 2) on crit: +20 fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
![]() Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+5 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() Requires: - Willpower 12 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 91% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+2 eff.) Mental crit. chance: +4% Light radius: +1 Infravision radius: +1 Sight radius: +1 It can be used to activate talent Earth's Eyes (costing 15 power out of 18/18) : Effective talent level: 1.0 Power cost: 15 out of 18/18. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 7. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 3. It seems to magnify everything. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 arcane Damage (radius 1) on hit: +4 arcane When wielded/worn: Damage when hit (Melee): 2 arcane / 2 light Changes resistances penetration: +20% light Changes damage: +7% lightning / +9% fire / +8% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Life regen: +0.70 Maximum life: +12.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Healing mod.: +13% Heals friendly targets nearby when you use a nature summon: +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 81% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 light When wielded/worn: Damage (Melee): 3 mind / 6 darkness Damage when hit (Melee): 4 light Changes resistances: +3% blight / +12% cold / +8% mind / +15% lightning Changes damage: +5% mind / +3% darkness / +2% nature Talent granted: +1 Attune Mindstar Mental save: +4 (+2 eff.) Disease immunity: +14% Psi each turn: +0.40 Maximum psi: +12.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 83% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 4 mind / 3 darkness Changes stats: +5 Cun Changes resistances: +3% blight Changes damage: +5% mind / +2% darkness Talent granted: +1 Attune Mindstar Critical mult.: +11.00% Reduces incoming crit damage: 15.00% Life regen: +0.50 Maximum life: +10.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 118% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Swift Shot (-1 turn) Hurricane Shot (-2 turns) When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +7 fire Damage (radius 1) on hit: +4 lightning When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Changes stats: +3 Cun / +4 Dex Changes resistances: +6% lightning Changes resistances penetration: +7% all Changes damage: +10% fire Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +5 acid / +12 nature Damage (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +11 Changes resistances penetration: +11% all Changes damage: +9% acid / +6% nature Slings are used to hurl stones or metal shots at your foes. |
![]() Lightnigh the ash vilestaff (111% power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +14 (+7 eff.) Damage when hit (Melee): 4 arcane Changes resistances penetration: +10% blight Changes damage: +18% light / +15% fire Talent granted: +1 Command Staff Maximum vim: +20.00 Spellpower: +21 (+8 eff.) Spell crit. chance: +2% Damage Shield penetration: +45% Damage Shield Power: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage conversion: 25% nature When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Wil Changes resistances: +13% blight / +6% light Changes resistances penetration: +6% nature Changes damage: +11% nature / +20% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+4 eff.) Spell crit. chance: +10% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 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 70.42 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. It was hardened by the digestive sack. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 13% Damage (Melee): +10 nature When wielded/worn: Changes stats: +8 Wil / +2 Cun / +6 Con Changes damage: +6% darkness Maximum life: +15.00 Maximum hate: +2.00 One-handed war axes. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% nature Changes damage: +6% nature / +6% fire A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+6 eff.) Life regen: +0.20 Mindpower: +12 (+6 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 10 blight Changes resistances: +7% all Changes damage: +10% blight Talent mastery: +0.20 Corruption / Plague Maximum vim: +20.00 This hideously chequered robe sickens you when touched. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+3 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Wil / +6 Mag Changes resistances: +12% blight / +9% all Changes resistances penetration: +15% blight / +6% temporal / +10% arcane / +6% physical Changes damage: +12% blight / +13% temporal / +9% arcane / +9% physical Vim when firing critical spell: +1.00 Maximum mana: +17.00 Maximum vim: +20.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +2% Reduces paradox anomalies(equivalent to willpower): +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 29% Damage when hit (Melee): 4 acid Changes stats: +2 Con Changes resistances: +34% fire / +9% all Changes resistances penetration: +5% acid Changes damage: +10% nature / +23% fire Poison immunity: +20% Disease immunity: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Dex / +1 Mag / +3 Cun / +6 Lck Changes resistances: +3% temporal / +9% darkness / +5% arcane Stealth bonus: +5 Light radius: +1 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Critical mult.: +5.00% Life regen: +2.00 Stamina each turn: +0.50 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum stamina: +13.00 Spell crit. chance: +2% 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 30.13 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +2 Damage (Melee): 8 darkness Damage when hit (Melee): 4 fire Changes stats: +3 Dex Changes resistances: +6% darkness Changes resistances penetration: +5% arcane Changes damage: +4% darkness / +21% fire Physical save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +23% 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. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce armor by 29% * 20 arcane resource burn Damage (Melee): 7 cold Changes resistances: +6% nature / +10% cold Changes damage: +5% cold Life regen: +7.80 Stamina each turn: +0.80 Psi each turn: +0.15 Maximum stamina: +17.00 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. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Damage (Melee): 7 darkness Damage when hit (Melee): 2 mind Changes stats: +3 Mag / +2 Wil / +3 Cun Changes resistances: +5% light / +13% darkness Changes damage: +5% darkness Critical mult.: +10.00% Mental save: +5 (+2 eff.) Maximum life: +51.00 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 58.04 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+7 eff.) Fatigue: +5% Damage when hit (Melee): 6 physical Changes resistances: +6% lightning / +6% temporal / +3% cold Changes damage: +3% mind / +6% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str Changes resistances: +3% darkness Physical save: +11 (+4 eff.) Spell save: +3 (+1 eff.) Cut immunity: +10% A cap made of leather. |
![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+8 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 35.61 to 106.84 lightning damage (71.22 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +6 (+3 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes stats: +2 Wil Changes resistances: +10% physical / +13% darkness / +13% blight / +12% fire / +12% light / +15% cold Changes damage: +3% fire Light radius: +1 A suit of armour made of leather. |
![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Damage when hit (Melee): 2 physical Changes resistances: +15% acid / +17% cold Changes resistances penetration: +10% acid Changes damage: +9% physical Maximum life: +24.00 A suit of armour made of leather. |
![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 152% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +15 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 23 Damage (Ranged): +8 darkness / +12 arcane Damage (radius 1) on hit: +8 darkness / +12 fire Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +3 Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Damage when hit (Melee): 2 arcane Changes stats: +5 Str Changes resistances: +6% mind / +7% physical Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 119.06 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 125% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 73 physical damage Travel speed: +100% Damage (Ranged): +5 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +30 (+15 eff.) Effects on melee hit: * 10 arcane resource burn It can be used to project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 330 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 47. * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +5 (+2 eff.) Changes stats: +2 Con Physical save: +9 (+4 eff.) It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By the lost heroes the Abomination Reaver level 19
22nd Dusk 122nd year of Ascendancy at 16:15 see stats
By the lost heroes the Abomination Reaver level 10
9th Mirth 122nd year of Ascendancy at 02:45 see stats
By the lost heroes the Abomination Reaver level 20
23rd Dusk 122nd year of Ascendancy at 01:10 see stats
By the lost heroes the Abomination Reaver level 8
6th Mirth 122nd year of Ascendancy at 17:15 see stats
By the lost heroes the Abomination Reaver level 14
10th Flare 122nd year of Ascendancy at 08:47 see stats
By the lost heroes the Abomination Reaver level 20
23rd Dusk 122nd year of Ascendancy at 13:59 see stats
By the lost heroes the Abomination Reaver level 14
4th Dusk 122nd year of Ascendancy at 19:19 see stats
Log
Luminous horror is afflicted by a weakness disease!
Luminous horror HEALS from light damage!
Ruin hits the lost heroes for 10 healing, 12 healing (0 total damage) [23 healing].
the lost heroes hits Luminous horror for 77 physical, 3 temporal, 0 light, 3 healing, 7 arcane, 6 darkness, 16 blight, 61 physical, 3 mind, 0 light, 3 healing, 9 arcane, 8 darkness, 20 blight (216 total damage) [7 healing].
Bleeding from The lost heroes hits Luminous horror for 25 physical damage.
Weakness Disease from The lost heroes hits Luminous horror for 22 blight damage.
Acid Splash from The lost heroes hits Luminous horror for 29 acid damage.
Luminous horror casts Searing Light.
Luminous horror hits the lost heroes for (24 bleed), 83 light (83 total damage).
Bleeding from The lost heroes hits the lost heroes for 14 physical damage.
Luminous horror casts Firebeam.
Luminous horror's light area effect hits the lost heroes for (12 bleed), 41 light (42 total damage).
Luminous horror hits the lost heroes for (7 bleed), 23 fire (24 total damage).
Luminous horror's light area effect hits the lost heroes for (12 bleed), 41 light (42 total damage).
Luminous horror's light area effect hits the lost heroes for (12 bleed), 41 light (42 total damage).
Luminous horror casts Firebeam.
Luminous horror hits the lost heroes for (7 bleed), 23 fire (24 total damage).
You collect a new ingredient: pouch of luminous horror dust (1).
Luminous horror casts Firebeam.
Luminous horror hits the lost heroes for (7 bleed), 23 fire (24 total damage).
the lost heroes hits Luminous horror for 105 physical damage.
The shield around luminous horror crumbles.
the lost heroes killed Luminous horror!
Talent Virulent Strike is ready to use.
Bleeding from The lost heroes hits the lost heroes for 19 physical damage.
Luminous horror's light area effect hits the lost heroes for (12 bleed), 41 light (42 total damage).
Luminous horror's light area effect hits the lost heroes for (12 bleed), 41 light (42 total damage).
Luminous horror's light area effect hits the lost heroes for (12 bleed), 41 light (42 total damage).
the lost heroes the level 21 abomination reaver was purified to death by a luminous horror on level 3 of Lake of Nur.