










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! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Shadowblade |
| Level / Exp | 50 / 744% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton magus at level 5 on the 2nd Mirth 122nd year of Ascendancy at 19:09 0 / 9Killed by ancient dragon turtle at level 26 on the 79th Haze 122nd year of Ascendancy at 02:54 Killed by Layadhewe the mountain troll at level 34 on the 9th Pyre 123rd year of Ascendancy at 12:10 Killed by overpowered greater multi-hued wyrm at level 40 on the 30th Pyre 123rd year of Ascendancy at 16:01 Killed by Lisith the skeleton assassin at level 42 on the 12nd Dusk 123rd year of Ascendancy at 00:44 Killed by Lashing Tentacle at level 48 on the 53rd Dusk 123rd year of Ascendancy at 07:18 Killed by Elandar at level 50 on the 44th Haze 123rd year of Ascendancy at 00:08 Killed by Argoniel at level 50 on the 44th Haze 123rd year of Ascendancy at 02:44 Killed by Elandar at level 50 on the 44th Haze 123rd year of Ascendancy at 02:50 |
Primary Stats
| Strength | 92 (base 53) |
| Dexterity | 121 (base 44) |
| Constitution | 45 (base 36) |
| Magic | 73 (base 50) |
| Willpower | 15 (base 8) |
| Cunning | 112 (base 49) |
Resources
| Life | -244/1209 |
| Mana | 429/459 |
| Stamina | 237/259 |
| Healing Factor | 1.2511689881047 |
| Regeneration | 5.317468199445 |
Speed
| Mental | +5.9952043329758E-12% |
| Attack | 0% |
| Movement | +10% |
| Spell | +5.9952043329758E-12% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 2 |
| Infravision | 12 |
| See Stealth | 6 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 175 |
| Accuracy | 86 |
| Crit Chance | 94% |
| APR | 58 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 140 |
| Accuracy | 86 |
| Crit Chance | 96% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 57% |
| Speed | 0.99999999999994 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +3% |
| Arcane | +30% |
| Cold | +28% |
| All | 0% |
| Darkness | +76% |
| Light | +18% |
| Temporal | +30% |
| Physical | +30% |
| Mind | +12% |
| Lightning | +20% |
Offense: Damage Penetration
| Arcane | +20% |
| Physical | +28% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 42 (35.65183292883%) |
| Defense | 84 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 43 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 31%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 47%( 70%) |
| Light | + 36%( 70%) |
| Fire | + 17%( 70%) |
| Physical | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 47% |
| Confusion Resistance | 85% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 18% |
| Silence Resistance | 43% |
| Bleed Resistance | 100% |
| Disarm Resistance | 39% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 910 damage for 8 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (99% 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: 16 Travel Speed: instantaneous Usage Speed: Spell (99% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1207% for 10 turns (4 total) and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 203 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.51 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Spell / Temporal | 1.21 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.40 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you 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 | done |
You failed to protect the lone alchemist from death by Araminor the wolf. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Ce'Narilaith the forest wight. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by thought-forged bowman. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You failed to protect the lost sun paladin from death by Zubira the minotaur. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the lost tinker from death by SKELE-SZPON. Escort: lost tinker (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by fiery orc wyrmic. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Dexterity by +5. | 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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2756. | 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 AlchemistsYou have aided Stire of Derth in creating an 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 mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. 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. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Icebait (0 def, 12 armour)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: +12 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +12 Fatigue: +4% Damage when hit (Melee): 2 arcane Changes stats: +2 Wil Changes resistances: +12% cold Spell save: +12 (+4 eff.) Silence immunity: +43% Confusion immunity: +45% Stun/Freeze immunity: +37% Maximum mana: +40.00 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. |
| Quiver | Zubenn the Umbragrit (20/20, 23-32 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 23.5 - 32.9 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 20% chance to slow global speed by 51% * 10 arcane resource burn On weapon crit: * Wound the target dealing 360 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +16 darkness Arrows are used with bows to pierce your foes to death. |
| Light source | Tarrudolen the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes damage: +3% blight Critical mult.: +5.00% Mental save: +5 (+1 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +10.00 Light radius: +3 See stealth: +6 See invisible: +5 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 | Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. The set is complete. When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 40 darkness Changes stats: +10 Cun Reduce damage by fixed amount: +30 all Changes damage: +20% darkness Talent mastery: +0.10 Cunning / Stealth Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +30% Knockback immunity: +30% Light radius: -1 It can be used to activate talent Retch (costing 47 power out of 80/80) : Effective talent level: 2.0 Power cost: 47 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 26 blight damage or heals 38 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
| On hands | drakeskin leather gloves 'Grinedusin' (10 def, 15 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +16.0% Armour: +15 Defense: +10 (+2 eff.) Changes stats: +5 Dex / +4 Con Critical mult.: +9.00% Physical save: +20 (+6 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +39% Spell crit. chance: +11% Mental crit. chance: +15% When used to modify unarmed attacks: Base power: 31.0 - 34.1 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +5 Crit. chance: +23.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +24 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | stralite torque of psionic shield 'Stokeenvy' [power 131] (22/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Defense: +31 (+6 eff.) Damage when hit (Melee): 10 fire Changes resistances: +18% fire Changes damage: +15% acid Critical mult.: +20.88% Stamina each turn: +3.13 It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 31% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | CamudigCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +13 (+2 eff.) Changes stats: +8 Str / +8 Dex / +24 Cun / +7 Lck Changes resistances: +2% physical Physical save: +9 (+3 eff.) Stun/Freeze immunity: +10% Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +3.00 Spellpower: +5 (+1 eff.) Mental crit. chance: +2% Activating this item is instant. It can be used to activate talent Golden Rule (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to do unto others before they do unto you, gaining 96.17 physical power for 10 turns. You gain 1 physical power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
| On fingers | GloomjusticePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +34 (+6 eff.) Effects on melee hit: * 23% chance to reduce damage dealt by 20% Changes stats: +5 Str / +8 Dex Changes resistances: +36% light Changes resistances penetration: +28% physical Changes damage: +18% light / +21% darkness Stamina each turn: +3.46 Rings make your fingers look great! |
| Around neck | Rhudunandur the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +3.0% Fatigue: -6% Changes stats: +8 Dex / +9 Cun / +5 Con Changes damage: +12% mind Talent masteries: +0.21 Cunning / Shadow magic +0.21 Spell / Temporal Blindness immunity: +18% Life regen: +3.00 Stamina each turn: +0.80 Infravision radius: +4 Sight radius: +2 See invisible: +8 Movement speed: +10% Amulets make your neck look great! |
| In main hand | Blade of Distorted Time (40-56 power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 70% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 93 temporal damage and slows enemies in radius 6 of the target by 103% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 10 power out of 10/10) : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 93% damage. Then teleport next to a second random enemy, attacking for 93% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
| Around waist | SiloveaPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +8 Dex / +2 Mag / +11 Cun / +8 Lck Changes resistances: +9% cold Changes resistances penetration: +20% arcane Changes damage: +13% cold Reduces incoming crit damage: 10.00% Trap disarming bonus: +30 Stealth bonus: +15 Physical save: +14 (+4 eff.) Maximum hate: +4.00 Maximum psi: +10.00 Infravision radius: +6 A belt that goes around your waist. |
| In off hand | Fireknave (37-48 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 51% * 22 arcane resource burn * 25% chance to afflict the target with Haywire, causing 107 Lightning damage over 5 turns and giving them a 16% chance to fail using talents. On weapon crit: * On a Crit, strike your target with a blast of Light dealing 165 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 41 for the duration. * Wound the target dealing 360 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +16 fire Damage (radius 2) on crit: +4 fire Damage against: +11% Undead When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% acid / +3% cold / +3% light Changes damage: +20% lightning Critical mult.: +30.00% Spellpower: +13 (+3 eff.) Sharp, short and deadly. |
| Cloak | Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.2 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 131.52 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Main armor | Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. The set is complete. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. It can be used to activate talent Abyssal Shroud (costing 47 power out of 80/80) : Effective talent level: 2.0 Power cost: 47 out of 80/80. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a shroud of darkness over a radius 3 area that lasts 6 turns. The shroud causes 34.94 darkness damage each turn, reduces light radius by 2, and darkness resistance by 19% of those within. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (99% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
blink rune of the wizard (range 7; phase 22; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (99% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.ethereal rune (power 24; resist 35%; move 56%; dur 5; cd 21) 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 56% faster, and you are invisible (power 24). 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. |
stormshield rune of the duelist (threshold 29; blocks 7; dur 4; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 29 up to 7 times. Its effects scale with your Dexterity 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
RunefangInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Changes resistances: +7% physical / +3% light / +8% cold Changes resistances cap: +4% all Physical save: +24 (+8 eff.) Spell save: +10 (+3 eff.) Mental save: +20 (+6 eff.) Silence immunity: +20% Disarm immunity: +20% Stamina each turn: +0.60 Maximum stamina: +16.00 Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
This item will automatically be transmogrified when you leave the level.protective voratun amulet of the eclipse Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Damage (Melee): 13 light / 15 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 20% * 15% chance to blind Changes resistances cap: +7% all Changes damage: +12% light / +14% darkness Physical save: +27 (+9 eff.) Amulets make your neck look great! |
serendipitous voratun amulet of dexterity (+12)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +15 (+3 eff.) Changes stats: +12 Lck / +6 Dex Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
EarumatarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag / +1 Wil / +1 Cun / +2 Con Changes damage: +9% temporal Stun/Freeze immunity: +21% Life regen: +2.00 Infravision radius: +2 See invisible: +9 Rings make your fingers look great! |
EilinathaCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +4.0% Armour: +24 Defense: +25 (+5 eff.) Damage (Melee): 15 draining blight Damage (Ranged): 17 frost burn Changes stats: +10 Str Changes resistances: +6% acid Reduces incoming crit damage: 10.00% Physical save: +15 (+5 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +50% Confusion immunity: +25% Pinning immunity: +41% Knockback immunity: +43% Maximum life: +50.00 Rings make your fingers look great! |
Glorodaba the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Str / +6 Mag / +9 Wil / +2 Con Spell save: +13 (+4 eff.) Stun/Freeze immunity: +27% Life regen: +4.00 Maximum stamina: +19.00 Spellpower: +10 (+2 eff.) See invisible: +15 Rings make your fingers look great! |
Obsidiantrial0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage (Ranged): 10 ice Changes damage: +6% blight / +9% fire Spell save: +18 (+6 eff.) Mental save: +11 (+3 eff.) Mana each turn: +0.12 Maximum vim: +50.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
Ring of the DeadInfused 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 (+3 eff.) Mental save: +10 (+3 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. |
Shinewrack the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +7 Lck / +7 Cun Changes resistances: +18% mind / +6% fire Changes resistances penetration: +10% light Changes damage: +18% mind / +6% light Stun/Freeze immunity: +38% Life regen: +7.00 Light radius: +3 Activating this item is instant. It can be used to activate talent Mind On My Money (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Contemplate your wealth and draw power from it, gaining 96.17 mindpower for 10 turns. You gain 1 mindpower for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
VelillePowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 7 fetid Damage (Ranged): 5 nightmare Changes resistances: +12% blight / +5% arcane / +28% acid Changes resistances penetration: +5% arcane Changes damage: +12% blight / +6% arcane / +14% acid Mental save: +5 (+1 eff.) Rings make your fingers look great! |
Writhing Ring of the HunterPowered 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. |
copper citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Con Light radius: +4 Infravision radius: +4 Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Rush (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 6 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. Rings make your fingers look great! |
copper citrine ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +7 Wil Changes resistances penetration: +5% arcane Physical save: +6 (+2 eff.) Spell save: +15 (+5 eff.) Mental save: +10 (+3 eff.) Silence immunity: +21% Mana each turn: +0.10 Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper citrine ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 5 nature / 6 mind Changes stats: +3 Mag / +3 Wil / +2 Cun Changes resistances: +24% darkness Changes damage: +12% darkness Mental save: +3 (+1 eff.) Disease immunity: +20% Stun/Freeze immunity: +10% Only die when reaching: -60.00 life Spellpower: +7 (+2 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
gold amber ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Damage (Melee): 10 molten rock Effects on ranged hit: * 10% chance to reduce strength, dexterity, and constitution by 29 Changes damage: +8% all Mental save: +7 (+2 eff.) Spell crit. chance: +4% Mental crit. chance: +4% Rings make your fingers look great! |
gold amber ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Effects on melee hit: * 7% chance to reduce armor by 38% Effects on ranged hit: * 10% chance to reduce armor by 38% Changes damage: +8% all Mental save: +8 (+2 eff.) Spell crit. chance: +4% Mental crit. chance: +4% Rings make your fingers look great! |
gold amethyst ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 8% chance to gain 10% of a turn (3/turn limit) Effects on ranged hit: * 7% chance to gain 10% of a turn (3/turn limit) Changes damage: +4% all Mental save: +8 (+2 eff.) Spell crit. chance: +2% Mental crit. chance: +2% Rings make your fingers look great! |
gold garnet ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Physical crit. chance: +3.0% Defense: +11 (+2 eff.) Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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! |
gold onyx ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +8 Cun / +3 Con / +5 Lck Activating this item is instant. It can be used to activate talent Mind On My Money (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Contemplate your wealth and draw power from it, gaining 96.17 mindpower for 10 turns. You gain 1 mindpower for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
gold onyx ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 temporal / 7 physical Changes stats: +7 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Rings make your fingers look great! |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +10 (+2 eff.) Stun/Freeze immunity: +30% Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
gold ring 'Flashpiety'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 10 nature Changes stats: +5 Cun / +6 Str Changes resistances: +4% physical Changes damage: +15% light / +12% cold Teleport immunity: +20% Only die when reaching: -80.00 life Light radius: +2 Rings make your fingers look great! |
mule's voratun ring of lightning (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Changes resistances: +30% lightning Changes damage: +15% lightning Maximum encumbrance: +26 Rings make your fingers look great! |
obscure stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 8 frostdusk Damage (Ranged): 7 draining blight Physical save: +9 (+3 eff.) Rings make your fingers look great! |
obscure stralite ring of warCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 13 ice Damage (Ranged): 4 dark light Changes stats: +6 Str / +7 Con Physical save: +13 (+4 eff.) Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Skullcracker (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 549.8 Physical damage. If the attack hits, the target is confused (46% effect) for 4 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. Rings make your fingers look great! |
quicksilver stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 temporal / 6 physical Changes stats: +6 Str Life regen: +13.00 Maximum life: +54.00 Healing mod.: +15% Rings make your fingers look great! |
stralite amber ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes resistances: +11% nature / +6% blight Changes damage: +8% all Poison immunity: +21% Disease immunity: +22% Spell crit. chance: +4% Mental crit. chance: +4% Rings make your fingers look great! |
stralite fire opal ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 14% chance to reduce all saves and defense by 24 Damage (Melee): 20 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 24 Damage (Ranged): 21 physical Changes stats: +5 Cun Changes damage: +10% all Hate when firing a critical mind attack: +3.00 Maximum hate: +9.00 Spell crit. chance: +5% Mental crit. chance: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
stralite quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Lck / +7 Cun Stun/Freeze immunity: +30% Activating this item is instant. It can be used to activate talent All That Glitters (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 96.17 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
stralite quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +5.00 Maximum life: +62.00 Healing mod.: +14% Rings make your fingers look great! |
stralite ring 'Duvudegund'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+3 eff.) Changes stats: +8 Mag / +9 Cun / +5 Con Changes resistances: +15% temporal Changes damage: +15% acid / +6% temporal / +6% arcane Spell save: +34 (+11 eff.) Maximum stamina: +31.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
stralite ring 'Mardozor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Defense: +30 (+6 eff.) Damage when hit (Melee): 17 nature / 17 mind Changes stats: +7 Wil Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +50.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +8% Mindpower: +15 (+6 eff.) Rings make your fingers look great! |
stralite ruby ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 18 poison Damage (Ranged): 15 poison Changes stats: +4 Str / +7 Dex / +4 Mag / +4 Wil / +8 Cun / +4 Con Rings make your fingers look great! |
titan's stralite ring of the sanguineInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% bleed Physical save: +8 (+2 eff.) Cut immunity: +36% Life regen: +3.00 Rings make your fingers look great! |
voratun Petrified Wood ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Str / +31 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Rush (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. 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. Rings make your fingers look great! |
voratun Windborne Azurite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 14 acid / 13 darkness Changes stats: +12 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great! |
voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes damage: +7% all Stun/Freeze immunity: +60% Spellpower: +17 (+4 eff.) Mindpower: +17 (+7 eff.) Rings make your fingers look great! |
voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 arcane / 12 cold Changes stats: +7 Mag Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun bloodstone ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 6 nature Changes stats: +10 Cun / +10 Dex Changes resistances: +10% bleed / +6% nature / +10% temporal Changes resistances penetration: +10% nature Changes damage: +21% nature Physical save: +8 (+2 eff.) Cut immunity: +46% Stun/Freeze immunity: +60% Teleport immunity: +50% Life regen: +6.00 Rings make your fingers look great! |
voratun bloodstone ringInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +7 Wil Stun/Freeze immunity: +60% Life regen: +15.00 Maximum life: +71.00 Mindpower: +6 (+3 eff.) Healing mod.: +14% Rings make your fingers look great! |
voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +16 Defense: +11 (+2 eff.) Stun/Freeze immunity: +60% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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! |
voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% Life regen: +14.00 Maximum life: +71.00 Healing mod.: +13% Rings make your fingers look great! |
voratun bloodstone ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 13% chance to gain 10% of a turn (3/turn limit) Effects on ranged hit: * 14 arcane resource burn Physical save: +15 (+5 eff.) Stun/Freeze immunity: +60% Rings make your fingers look great! |
voratun diamond ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +8 Con Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Skullcracker (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 569.8 Physical damage. If the attack hits, the target is confused (46% 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. Rings make your fingers look great! |
warrior's gold ring of the sanguineCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +7% bleed Cut immunity: +28% Life regen: +3.00 Rings make your fingers look great! |
warrior's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +18% acid / +24% fire / +21% lightning / +23% cold Rings make your fingers look great! |
Deligabers the stralite dagger (27-35 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 360 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +9 arcane Damage (radius 1) on hit: +9 physical When wielded/worn: Physical crit. chance: +10.0% Physical power: +11 (+2 eff.) Changes resistances: +12% darkness / +6% light Changes resistances penetration: +9% arcane Pinning immunity: +10% Sharp, short and deadly. |
Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Dex, 20% Cun, 50% Mag Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Yaryldil the iron dagger (16-20 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.0 - 20.8 Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Str Changes resistances: +1% physical Sharp, short and deadly. |
dwarven-steel dagger 'Scorpionblack' (21-27 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 21.5 - 27.9 Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with Wasting, causing 212 Temporal damage over 5 turns. On weapon crit: * On a Crit, strike your target with a blast of Light dealing 165 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 41 for the duration. * Strike your target with a blast of Fire dealing 185 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. Damage (Melee): +4 temporal Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +4 temporal Damage against: +8% Undead / +9% Vermin / +13% Spiderkin When wielded/worn: Changes resistances: +9% nature / +3% temporal Changes damage: +3% nature / +10% temporal Critical mult.: +27.00% Mindpower: +7 (+3 eff.) Sharp, short and deadly. |
elemental iron dagger of projection (10-13 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 102 lightning damage (1/turn) * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes resistances penetration: +8% lightning Changes damage: +6% lightning Sharp, short and deadly. |
iron dagger (9-12 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (9-11 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.inquisitor's voratun greatsword of massacre (72-115 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 72.0 - 115.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Deals 64 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
Everpyre Blade (38-53 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 50% Mag, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Perseverance (31-43 power, 9 apr)Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Wil, 50% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+6 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
The Black Spike (48-67 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
This item will automatically be transmogrified when you leave the level.Torchwoe (42-58 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +12 light / +27 fire Damage (radius 2) on crit: +16 fire When wielded/worn: Damage when hit (Melee): 10 blight Changes resistances penetration: +34% light / +34% arcane Changes damage: +24% temporal Light radius: +4 Sharp, long, and deadly. |
Twilight's Edge (47-65 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
This item will automatically be transmogrified when you leave the level.slagged voratun longsword of banishment (43-60 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Strike your target with a blast of Arcane energy dealing 88 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. Damage (Melee): +10 acid Damage (radius 1) on hit: +10 fire Damage against: +19% Horror / +20% Demon When wielded/worn: Changes resistances penetration: +9% acid Critical mult.: +30.00% Sharp, long, and deadly. |
Daimigas (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 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: * Strike your target with a blast of Arcane energy dealing 88 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. * On a Crit, strike your target with a blast of Light dealing 165 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 41 for the duration. Damage (Melee): +9 lightning Damage (radius 1) on hit: +7 cold Damage (radius 2) on crit: +16 arcane Damage against: +15% Undead / +16% Demon / +12% Horror When wielded/worn: Damage when hit (Melee): 6 blight Changes resistances penetration: +8% cold Changes damage: +6% blight Critical mult.: +55.00% One-handed war axes. |
Lisimina the voratun waraxe (39-55 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 50% Mag, 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 hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage On weapon crit: * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%%. Damage is based on Cunning. Damage (Melee): +20 darkness / +8 mind Damage (radius 2) on crit: +8 arcane Damage against: +20% Living When wielded/worn: Changes resistances: +12% mind / +3% temporal Changes damage: +12% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% One-handed war axes. |
Veluta the Dazzlespar (33-46 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * On a Crit, strike your target with a blast of Light dealing 165 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 41 for the duration. Damage (Melee): +5 nature Damage against: +9% Undead When wielded/worn: Changes resistances: +12% acid / +3% darkness Critical mult.: +14.00% Light radius: +3 One-handed war axes. |
scorching iron waraxe of massacre (17-24 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with a Burn, causing 212 Fire damage over 5 turns. When wielded/worn: Changes damage: +5% fire Mindpower: +2 (+1 eff.) One-handed war axes. |
BelildannInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +14 (+2 eff.) Changes stats: +1 Str / +12 Con Changes resistances: +13% acid / +11% blight Critical mult.: +12.00% Physical save: +13 (+4 eff.) A belt that goes around your waist. |
Corruptionbait the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +14 (+3 eff.) Damage when hit (Melee): 2 arcane Changes resistances: +13% blight / +20% nature / +5% arcane Changes damage: +3% nature Physical save: +22 (+7 eff.) Mental save: +15 (+5 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. Steampower: +12 (+4 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.drakeskin leather belt 'Obsidianlady' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +20% darkness Changes damage: +15% blight / +12% fire / +21% arcane / +12% lightning Physical save: +15 (+5 eff.) Spell save: +24 (+8 eff.) Vim when firing critical spell: +2.72 Spellpower on spell critical (stacks up to 3 times): +12 Damage Shield penetration: +40% Steampower: +10 (+3 eff.) A belt that goes around your waist. |
hardened leather belt 'Mehor'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +12 Defense: +7 (+1 eff.) Changes resistances: +9% light Physical save: +17 (+5 eff.) Silence immunity: +10% Only die when reaching: -40.00 life Maximum life: +80.00 A belt that goes around your waist. |
rough leather belt 'Aryratira'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Dex Mental save: +7 (+2 eff.) Maximum psi: +10.00 Spellpower: +2 (+0 eff.) Mental crit. chance: +1% Light radius: +3 A belt that goes around your waist. |
rough leather belt 'Nimbustyphoon'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +4 Changes stats: +2 Dex / +1 Con Changes resistances: +3% lightning Changes resistances penetration: +10% physical Changes damage: +3% physical Maximum life: +30.00 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Flametreason the elven-silk cloak (14 def, 14 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +14 Defense: +14 (+3 eff.) Damage when hit (Melee): 11 fire Changes resistances: +19% light Changes resistances penetration: +16% lightning Changes damage: +22% lightning Physical save: +24 (+8 eff.) Spell save: +14 (+4 eff.) Mental save: +19 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Umbramoon (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +2 (+0 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +6% mind / +15% darkness Silence immunity: +20% Confusion immunity: +20% Knockback immunity: +20% Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubera the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Cun / +2 Dex Changes resistances penetration: +15% mind Reduces incoming crit damage: 10.00% Infravision radius: +1 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.elven-silk cloak 'Ivewyn' (20 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +9% blight / +4% physical / +18% acid Mental save: +12 (+4 eff.) Slows Projectiles: +34% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 59.63 to 74.53 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Bloomransom (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +7 Fatigue: +2% Damage when hit (Melee): 6 nature Changes stats: +1 Str Changes resistances: +6% lightning / +5% temporal Stamina each turn: +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Ce'Nebeth the Blackream (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +20 (+3 eff.) Armour: +4 Fatigue: +2% Changes stats: +2 Wil Changes damage: +6% darkness Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gunetir the Freezeoath (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Defense: +15 (+3 eff.) Fatigue: -5% Changes stats: +1 Con Changes resistances: +3% cold Changes resistances penetration: +5% cold Changes damage: +3% physical Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Stamina each turn: +2.00 A pair of boots made of leather. |
Hurabers (20 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +5 Defense: +20 (+4 eff.) Changes stats: +2 Str / +4 Dex / +6 Lck Changes damage: +3% mind Stealth bonus: +6 Maximum stamina: +10.00 A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
grounding pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots of tirelessness (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Stamina each turn: +0.30 Maximum stamina: +11.00 Infravision radius: +1 A pair of boots made of leather. |
pair of drakeskin leather boots 'Gunydin' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -7% Changes stats: +6 Dex / +3 Mag / +5 Wil / +7 Lck Changes damage: +9% mind Stealth bonus: +10 Stamina each turn: +2.00 Mana each turn: +0.47 Psi when hit: +0.24 Maximum mana: +60.00 Spell crit. chance: +1% Mental crit. chance: +4% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 60 cooldown : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 85 stamina. The stamina recovery improves with your Strength and Willpower. A pair of boots made of leather. |
Branisin the rough leather gloves (5 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+1 eff.) Damage (Melee): 4 nature / 4 fire Changes resistances: +3% light Changes damage: +3% nature / +3% fire Physical save: +5 (+1 eff.) Teleport immunity: +10% Healing mod.: +10% When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Damage conversion: 10% nature / 10% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pusquencher the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +29 (+6 eff.) Armour: +2 Damage (Melee): 7 temporal Damage (Ranged): 7 temporal Changes stats: +6 Dex Changes resistances: +7% temporal Changes resistances penetration: +5% nature Changes damage: +3% temporal / +6% nature / +9% arcane When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +3 Crit. chance: +11.0% Attack speed: 100% On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
fractal iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 3 mind / 4 temporal Changes stats: +2 Mag Changes damage: +2% temporal / +3% arcane / +2% mind Mental save: +5 (+1 eff.) When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Damage (Melee): +4 arcane Damage (radius 2) on crit: +5 arcane Damage conversion: 10% mind / 10% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Chargesteel' (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 6 cold Damage when hit (Melee): 2 lightning Changes resistances: +3% fire / +9% temporal / +6% cold Changes damage: +4% cold Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +6 ice Metal gloves protecting the hands up to the middle of the lower arm. |
Gemira the rough leather cap (5 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Fatigue: +1% Changes stats: +2 Str Changes resistances: +17% mind Mental save: +11 (+3 eff.) Confusion immunity: +23% Stamina each turn: +2.00 Light radius: +1 Infravision radius: +2 A cap made of leather. |
Maradek's Murderous Cap (21 def, 0 armour) Maradek's Murderous Cap (21 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +21 (+4 eff.) Changes stats: +8 Cun / +4 Str Changes resistances: +6% cold Talents granted: +1 Murderous Intent +2 Bloodbath Maximum life: +60.00 On a Melee Crit you inflict your target with a Savage Wound, causing them to bleed for 18.0 Physical damage each turn for 5 turns. You heal for 9.0 whenever you hit an enemy bleeding from this effect. Murderous Intent: Passive - When striking a bleeding foe, you deal an additional 67.20% of the damage dealt as Physical. This percentage scales off of your Cunning stat. This jaunty leather cap is utterly soaked with blood which continuously drips from its brim. It wants more. |
Offalrigor the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to reduce armor by 38% Changes stats: +12 Str / +7 Dex / +4 Wil Changes resistances: +12% nature / +7% physical Changes resistances penetration: +15% nature Talent granted: +1 Citadel Physical save: +7 (+2 eff.) Citadel: Passive - Increases Resistance to all damage by 16.60% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 569.8 Physical damage. If the attack hits, the target is confused (46% 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. |
Porodhewyn the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 38% Reduces incoming crit damage: 5.00% Spell save: +3 (+1 eff.) Blindness immunity: +20% Knockback immunity: +10% Mana each turn: +0.14 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
Radhyhad the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +3% nature Reduces incoming crit damage: 5.00% Physical save: +11 (+3 eff.) Silence immunity: +10% Stun/Freeze immunity: +20% Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.prismatic voratun helm of might (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con Changes resistances: +20% light / +15% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.psion's elven-silk wizard hat of corrosion (+19%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +19% mind / +27% acid Changes damage: +19% mind / +18% acid Physical save: +15 (+5 eff.) Mental save: +20 (+6 eff.) Maximum psi: +37.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str A cap made of leather. |
stabilizing rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Physical save: +10 (+3 eff.) A cap made of leather. |
Bethoma (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +4 Str / +5 Mag / +6 Con Changes resistances: +15% light / +12% darkness Changes resistances penetration: +15% mind Critical mult.: +16.00% Physical save: +17 (+5 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +2% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% A suit of armour made of metal plates. |
8 agate0.00 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. |
1303 alchemist agate0.00 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. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.00 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. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Sparkkiller' (dig speed 8 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 6 lightning Changes stats: +5 Str Changes resistances: +6% blight / +7% physical / +6% darkness Changes damage: +5% mind / +9% fire Mental save: +8 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"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. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
DagasinPowered by steamtech 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 11 lightning Changes stats: +1 Con Changes resistances: +6% lightning / +1% physical Critical mult.: +5.00% Only die when reaching: -80.00 life Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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. |
beaconing brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 temporal Changes resistances: +5% temporal Mental save: +5 (+1 eff.) Light radius: +3 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.00 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. |
dwarven lantern 'Deepskill'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 * 23% chance to reduce damage dealt by 20% Changes resistances: +6% darkness Changes resistances penetration: +15% blight / +15% acid Physical save: +20 (+6 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+6 eff.) Maximum life: +71.00 Light radius: +5 It can be used to Unleash a corrosive blast of acid, inflicting 247.48 Acid damage in radius 5 (based on Cunning). Creatures in the area may take 134.5 addional acid damage and have their armor reduced by 27.0 over 7 turns Activation costs 20 power out of 30/30. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)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. |
Elemental Orb (Orb of Command)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. |
Orb of Destruction (Orb of Command)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. |
Orb of Undeath (Orb of Command)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. |
Atamathon's Lost Ruby Eye0.00 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. |
57 alchemist bloodstone0.00 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. |
3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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. |
Transmogrification ChestPowered 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. |
This item will automatically be transmogrified when you leave the level.Flashwilder the pouch of voratun shots (22/22, 76-91 power, 6 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 76.0 - 91.2 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 Travel speed: +272% Damage (Ranged): +27 fire / +31 cold Damage (radius 2) on crit: +27 physical / +14 cold When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
Fulerin [power 2] (22/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +18% arcane Critical mult.: +10.00% Mental save: +6 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 110] (22/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 123 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered steel torque of mindblast [power 225] (22/19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 252 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of clear mind 'Healwitch' [power 3] (22/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Damage when hit (Melee): 6 nature Changes resistances: +12% temporal / +3% light / +12% nature Changes damage: +15% fire Spell save: +12 (+4 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
9 amethyst0.00 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 ametrine0.00 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. |
6 citrine0.00 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. |
10 zircon0.00 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
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By SKELE-SZPON the Skeleton Shadowblade level 34
9th Pyre 123rd year of Ascendancy at 06:11 see stats
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By SKELE-SZPON the Skeleton Shadowblade level 36
14th Pyre 123rd year of Ascendancy at 08:46 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By SKELE-SZPON the Skeleton Shadowblade level 35
11st Pyre 123rd year of Ascendancy at 03:50 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By SKELE-SZPON the Skeleton Shadowblade level 40
26th Pyre 123rd year of Ascendancy at 03:00 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By SKELE-SZPON the Skeleton Shadowblade level 40
30th Pyre 123rd year of Ascendancy at 15:39 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By SKELE-SZPON the Skeleton Shadowblade level 47
47th Dusk 123rd year of Ascendancy at 09:45 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By SKELE-SZPON the Skeleton Shadowblade level 39
23rd Pyre 123rd year of Ascendancy at 15:56 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By SKELE-SZPON the Skeleton Shadowblade level 37
19th Pyre 123rd year of Ascendancy at 18:57 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By SKELE-SZPON the Skeleton Shadowblade level 37
20th Pyre 123rd year of Ascendancy at 09:15 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By SKELE-SZPON the Skeleton Shadowblade level 36
18th Pyre 123rd year of Ascendancy at 04:41 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By SKELE-SZPON the Skeleton Shadowblade level 34
9th Pyre 123rd year of Ascendancy at 15:34 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By SKELE-SZPON the Skeleton Shadowblade level 23
75th Haze 122nd year of Ascendancy at 08:39 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By SKELE-SZPON the Skeleton Shadowblade level 31
30th Regrowth 123rd year of Ascendancy at 13:37 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By SKELE-SZPON the Skeleton Shadowblade level 36
17th Pyre 123rd year of Ascendancy at 21:18 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By SKELE-SZPON the Skeleton Shadowblade level 50
41st Haze 123rd year of Ascendancy at 10:32 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SKELE-SZPON the Skeleton Shadowblade level 26
79th Haze 122nd year of Ascendancy at 08:31 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By SKELE-SZPON the Skeleton Shadowblade level 10
9th Mirth 122nd year of Ascendancy at 00:38 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By SKELE-SZPON the Skeleton Shadowblade level 20
6th Haze 122nd year of Ascendancy at 01:06 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By SKELE-SZPON the Skeleton Shadowblade level 30
3rd Regrowth 123rd year of Ascendancy at 05:12 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By SKELE-SZPON the Skeleton Shadowblade level 40
26th Pyre 123rd year of Ascendancy at 00:00 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By SKELE-SZPON the Skeleton Shadowblade level 50
55th Dusk 123rd year of Ascendancy at 16:58 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By SKELE-SZPON the Skeleton Shadowblade level 50
40th Haze 123rd year of Ascendancy at 14:56 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By SKELE-SZPON the Skeleton Shadowblade level 18
61st Dusk 122nd year of Ascendancy at 11:55 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By SKELE-SZPON the Skeleton Shadowblade level 50
28th Haze 123rd year of Ascendancy at 16:10 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By SKELE-SZPON the Skeleton Shadowblade level 44
24th Dusk 123rd year of Ascendancy at 12:17 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By SKELE-SZPON the Skeleton Shadowblade level 25
77th Haze 122nd year of Ascendancy at 20:48 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By SKELE-SZPON the Skeleton Shadowblade level 38
20th Pyre 123rd year of Ascendancy at 11:44 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By SKELE-SZPON the Skeleton Shadowblade level 40
30th Pyre 123rd year of Ascendancy at 15:59 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By SKELE-SZPON the Skeleton Shadowblade level 9
5th Mirth 122nd year of Ascendancy at 03:59 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By SKELE-SZPON the Skeleton Shadowblade level 50
17th Haze 123rd year of Ascendancy at 06:49 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By SKELE-SZPON the Skeleton Shadowblade level 12
4th Flare 122nd year of Ascendancy at 09:25 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By SKELE-SZPON the Skeleton Shadowblade level 41
47th Pyre 123rd year of Ascendancy at 18:08 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By SKELE-SZPON the Skeleton Shadowblade level 22
15th Haze 122nd year of Ascendancy at 11:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By SKELE-SZPON the Skeleton Shadowblade level 15
2nd Dusk 122nd year of Ascendancy at 20:48 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By SKELE-SZPON the Skeleton Shadowblade level 50
44th Haze 123rd year of Ascendancy at 02:44 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By SKELE-SZPON the Skeleton Shadowblade level 35
10th Pyre 123rd year of Ascendancy at 17:12 see stats
Log
SKELE-SZPON receives 23 healing from Blood Splash.
Skeleton magus speeds up.
Elandar speeds up.
Elandar's spell attains critical power!
Deep Wound from SKELE-SZPON hits Elandar for 134 physical damage.
Elandar receives 63 healing from Temporal Restoration Field.
Thunderstorm hits SKELE-SZPON for (136 flat reduction), 0 lightning (0 total damage).
Skeleton magus uses Bone Armour.
A shield forms around skeleton magus.
Burning from Skeleton magus hits SKELE-SZPON for (86 flat reduction), 0 fire (0 total damage).
Decrepitude Disease from Argoniel hits SKELE-SZPON for (96 flat reduction), 0 blight (0 total damage).
Epidemic from Argoniel hits SKELE-SZPON for (144 flat reduction), 0 blight (0 total damage).
SKELE-SZPON casts Shadow Grasp.
SKELE-SZPON's spell attains critical power!
SKELE-SZPON's spell attains critical power!
Elandar shrugs off the effect 'Silenced'!
Elandar is disarmed!
Elandar casts Strike.
Argoniel casts Catalepsy.
Diseases BURN THROUGH SKELE-SZPON!
SKELE-SZPON is free from the epidemic.
SKELE-SZPON is free from the decrepitude disease.
SKELE-SZPON is stunned!
SKELE-SZPON hits Elandar for 445 darkness damage.
Argoniel hits SKELE-SZPON for (161 flat reduction), 557 blight, (161 flat reduction), 479 blight (1037 total damage).
SKELE-SZPON receives 23 healing from Blood Splash.
SKELE-SZPON is knocked back!
Elandar's Strike hits SKELE-SZPON for (161 flat reduction), 296 physical (297 total damage).
SKELE-SZPON the level 50 skeleton shadowblade was punctured to death by a Elandar on level 11 of High Peak.















































































































































































