














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Brawler |
Level / Exp | 27 / 47% |
Size | medium |
Lifes / Deaths | Killed by Rantha the Worm at level 21 on the 17th Haze 122nd year of Ascendancy at 14:48 2 / 4Killed by Mayaldann the worm that walks at level 22 on the 39th Haze 122nd year of Ascendancy at 01:42 Killed by Mayaldann the worm that walks at level 22 on the 78th Regrowth 123rd year of Ascendancy at 11:54 Killed by Xerorema the bone giant at level 24 on the 10th Dusk 123rd year of Ascendancy at 04:10 |
Primary Stats
Strength | 47 (base 13) |
Dexterity | 80 (base 57) |
Constitution | 32 (base 10) |
Magic | 10 (base 10) |
Willpower | 20 (base 10) |
Cunning | 68 (base 53) |
Resources
Life | 740/740 |
Stamina | 163/163 |
Healing Factor | 1.1724420161894 |
Regeneration | 0.29311050404736 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 96 |
Accuracy | 66 |
Crit Chance | 40% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Physical | -1% |
All | 0% |
Temporal | +6% |
Defense: Base
Armour (hardiness) | 25 (35.65183292883%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 6 |
Physical Save | 23 |
Spell Save | 10 |
Mental Save | 32 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 23%( 70%) |
Physical | + 17%( 70%) |
Cold | + 21%( 70%) |
All | + 8%( 70%) |
Darkness | + 27%( 70%) |
Light | + 16%( 70%) |
Temporal | + 18%( 70%) |
Lightning | + 23%( 70%) |
Fire | + 17%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 48% |
Confusion Resistance | 34% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 25% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Teleport Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 67 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 111 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 Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Trained Reactions |
talent | Striking Stance |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | Countering melee attacks: Has a 31% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed hummerhorn wing. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed xorn fragment. * You've found the needed ritch stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +25% Confusion immunity: +34% Stun/Freeze immunity: +28% Movement speed: +25% A pair of boots made of leather. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 temporal Damage (Ranged): 7 temporal Changes stats: +2 Dex Changes resistances: +5% temporal Changes damage: +3% temporal When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% On weapon hit: * 6% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Fatigue: +5% Changes resistances: +6% lightning / +6% temporal / +2% physical Stun/Freeze immunity: +20% Only die when reaching: -40.00 life Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +2 Changes stats: +5 Dex / +5 Wil / +8 Cun Changes resistances: +17% blight / +15% nature / +2% all Changes damage: +3% temporal Poison immunity: +31% Disease immunity: +29% Equilibrium when hit: +0.04 Maximum hate: +4.00 Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +8.0% Physical power: +8 (+3 eff.) Armour: +6 Changes damage: +9% physical Spellpower: +8 (+4 eff.) Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Main armor | ![]() Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +17 (+4 eff.) Fatigue: +8% Changes stats: +2 Cun Changes resistances: +7% acid / +8% physical / +8% cold / +5% lightning / +5% fire Mental save: +14 (+7 eff.) Mindpower: +5 (+2 eff.) A suit of armour made of leather. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Defense: +20 (+5 eff.) Damage when hit (Melee): 6 light Changes stats: +4 Str Light radius: +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. |
Cloak | ![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Dex / +1 Con Changes resistances: +6% acid / +9% light / +6% darkness / +5% fire / +6% cold / +6% lightning Teleport immunity: +10% A belt that goes around your waist. |
Inventory
![]() blink rune (range 6; phase 15; cd 11) 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: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 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 Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 124 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Changes resistances: +18% lightning / +21% fire / +3% darkness / +12% nature Changes resistances penetration: +10% nature Changes damage: +9% nature Stun/Freeze immunity: +30% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Changes resistances: +12% temporal Changes damage: +9% mind Pinning immunity: +21% Knockback immunity: +24% Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +8% physical Stamina each turn: +0.30 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex / +2 Con Changes resistances penetration: +10% physical Changes damage: +6% mind Physical save: +8 (+4 eff.) Spell save: +7 (+7 eff.) Mental save: +7 (+3 eff.) Maximum stamina: +30.00 Maximum psi: +10.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +3.0% Changes stats: +7 Cun / +6 Dex Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
![]() rogue's steel ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Mental save: +6 (+3 eff.) Confusion immunity: +23% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +9 (+2 eff.) Changes stats: +3 Con Spell save: +12 (+11 eff.) Maximum stamina: +10.00 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 142% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +24% cold Changes damage: +12% cold Physical save: +8 (+4 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Blindness immunity: +22% Infravision radius: +4 See stealth: +5 See invisible: +6 Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Mag Spell save: +6 (+6 eff.) Spellpower: +7 (+3 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
![]() chilling dwarven-steel battleaxe of the mystic (35-52 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 35.0 - 52.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +16 cold When wielded/worn: Changes stats: +3 Mag / +5 Wil Spellpower: +9 (+4 eff.) Massive two-handed battleaxes. |
![]() steel battleaxe 'Starradiance' (21-32 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 light When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +2 Str / +4 Dex / +5 Cun / +6 Con Changes resistances: +6% acid Changes resistances penetration: +10% physical Disarm immunity: +22% Infravision radius: +2 Massive two-handed battleaxes. |
![]() Bariharaleg the Ashwar (17-22 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +8 (+2 eff.) Damage when hit (Melee): 8 nature Changes resistances: +12% lightning Changes resistances penetration: +25% fire Disarm immunity: +31% Sharp, short and deadly. |
![]() dwarven-steel dagger (16-21 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.5 - 77.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 14 Damage (Melee): +14 light / +20 darkness Damage (radius 1) on hit: +8 blight Damage against: +19% Undead When wielded/worn: Accuracy: +35 (+8 eff.) Armour penetration: +16 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 14 Changes stats: +5 Dex Changes resistances penetration: +13% all Combat speed: +10% Massive two-handed mauls. |
![]() Lisyrevena the dwarven-steel greatsword (34-54 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +20 physical Damage (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +4.0% Armour: +4 Changes stats: +5 Dex Changes resistances penetration: +10% blight / +10% mind Combat speed: +10% Massive two-handed swords. |
![]() Daiminarirab the Brightglory (16-23 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Deals 68 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +12 fire When wielded/worn: Changes stats: +4 Cun / +6 Mag Reduces incoming crit damage: 15.00% Sharp, long, and deadly. |
![]() acidic dwarven-steel mace of massacre (34-47 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 Blunt and deadly. |
![]() chilling dwarven-steel mace of vileness (27-38 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 14 Damage (Melee): +5 blight / +9 cold Blunt and deadly. |
![]() horrifying thorny mindstar of balance (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 mind / 5 darkness Changes damage: +3% mind / +4% darkness Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +0.50 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() thorny mindstar of balance (7-8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +3 (+3 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +0.90 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() throat-seeking hardened leather sling Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 On weapon crit: * silences the target Damage (Ranged): +8 nature When wielded/worn: Changes resistances penetration: +5% nature Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 85.90 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (172). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() blighted yew vilestaff of greater warding (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +9 (+2 eff.) Maximum wards: +3 blight Changes damage: +20% blight Talents granted: +2 Ward +1 Command Staff Vim when firing critical spell: +3.00 Maximum vim: +14.00 Spellpower: +14 (+7 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 52.5 - 73.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +11 darkness / +8 lightning Damage (radius 2) on crit: +12 arcane / +61 fire Damage against: +9% Living When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +5% lightning / +9% fire Changes damage: +6% lightning Global speed: +3% One-handed war axes. |
![]() arcing dwarven-steel waraxe of daylight (22-31 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage Damage (Melee): +6 light Damage against: +10% Undead One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances penetration: +10% mind Changes damage: +21% physical Stealth bonus: +7 Physical save: +9 (+5 eff.) A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Life regen: +0.80 Healing mod.: +10% A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Str / +3 Dex / +2 Wil / +9 Cun Reduces incoming crit damage: 15.00% Mindpower: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +3% acid / +18% cold Life regen: +4.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Defense: +7 (+2 eff.) Changes resistances: +5% arcane / +3% nature Physical save: +7 (+4 eff.) Poison immunity: +10% Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +1 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes resistances: +15% temporal / +10% darkness / +16% cold Defense after a teleport: +15 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 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 (+5 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 35.11 to 43.89 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. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% acid / +13% physical / +13% fire / +13% cold / +15% all Changes damage: +19% acid / +20% physical / +17% light / +18% fire / +10% darkness / +11% cold Talent cooldown: Refit Golem (-4 turns) Spellpower: +7 (+3 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +2 Str / +1 Dex Changes resistances: +3% acid / +3% temporal / +9% nature Spell save: +6 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +15 (+5 eff.) Armour: +15 Fatigue: +3% Changes stats: +3 Dex / +3 Con Changes resistances: +3% light 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() Rainstalker (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 nature Changes stats: +3 Cun / +3 Con Changes damage: +6% nature Critical mult.: +20.00% Physical save: +13 (+7 eff.) Mental save: +18 (+8 eff.) Hate when firing a critical mind attack: +2.00 Light radius: +3 A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% fire / +6% cold Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() miner's pair of dwarven-steel boots of tirelessness (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Stamina each turn: +0.60 Maximum stamina: +21.00 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. |
![]() pair of hardened leather boots 'Glintsorrow' (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 light Changes resistances: +6% acid / +20% light Changes resistances penetration: +10% physical Life regen: +2.00 Only die when reaching: -80.00 life Healing mod.: +12% A pair of boots made of leather. |
![]() pair of hardened leather boots 'Uludin' (10 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Changes stats: +3 Mag / +9 Cun / +4 Con Reduces incoming crit damage: 5.00% Physical save: +15 (+8 eff.) Mental save: +17 (+8 eff.) Maximum stamina: +20.00 Infravision radius: +2 See invisible: +6 A pair of boots made of leather. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +11 Changes resistances: +12% light / +3% blight Mental save: +7 (+3 eff.) Life regen: +2.00 Only die when reaching: -40.00 life Maximum life: +64.00 When used to modify unarmed attacks: Base power: 20.5 - 22.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 mind Changes stats: +2 Dex Changes resistances: +6% mind / +9% light Changes resistances penetration: +5% light Changes damage: +4% mind When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 1). Damage (radius 2) on crit: +6 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Grinusahell the Firemaster (0 def, 2 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 9 cold Damage when hit (Melee): 4 fire Changes resistances: +15% acid / +12% temporal / +3% blight / +7% cold / +6% lightning Changes damage: +5% cold When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +8 ice Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 3 acid / 6 fire / 6 cold / 5 lightning Changes stats: +6 Mag / +4 Wil / +3 Cun Changes resistances: +6% light / +6% darkness Infravision radius: +1 When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +7 ice / +6 fire / +15 acid / +14 lightning Damage (radius 2) on crit: +10 light / +10 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 40.02 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +14.00 When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +2 Fatigue: +3% Physical save: +5 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Bethyba the Blackborn (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 cold Changes stats: +4 Str / +2 Dex / +4 Con Changes resistances: +18% cold Changes damage: +15% darkness / +12% cold Infravision radius: +3 A pointy cloth hat, very wizardly... |
![]() Crown of Command (3 def, 6 armour) Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() Eilinovena the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str / +5 Mag / +3 Con Changes resistances: +7% blight / +9% darkness Physical save: +16 (+8 eff.) Spell save: +7 (+7 eff.) Mental save: +8 (+4 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, 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 Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 8 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +3 Wil Changes resistances: +3% lightning Life regen: +4.00 Only die when reaching: -80.00 life Mindpower: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() cashmere wizard hat 'Swampwell' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Defense: +2 (+1 eff.) Changes resistances: +25% nature / +3% light Changes resistances penetration: +15% nature Changes damage: +13% nature Light radius: +3 A pointy cloth hat, very wizardly... |
![]() grounding cashmere wizard hat of fire (+8%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +8% lightning / +15% fire / +7% temporal Changes damage: +10% fire A pointy cloth hat, very wizardly... |
![]() prismatic dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +12% light / +13% darkness A suit of armour made of mail. |
![]() rejuvenating cured leather armour of Eyal (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +5.00 Stamina each turn: +0.90 Maximum life: +28.00 Healing mod.: +12% A suit of armour made of leather. |
![]() rejuvenating hardened leather armour of Toknor (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Critical mult.: +12.00% Life regen: +2.40 Stamina each turn: +0.50 A suit of armour made of leather. |
![]() prismatic dwarven-steel plate armour of stability (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +6% physical / +11% light / +13% darkness Physical save: +13 (+7 eff.) A suit of armour made of metal plates. |
![]() steel plate armour 'Gyziladar' (0 def, 19 armour) Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +19 Fatigue: +22% Changes stats: +4 Con Changes resistances: +12% cold / +7% mind / +5% arcane Critical mult.: +10.00% Mental save: +10 (+5 eff.) Only die when reaching: -40.00 life A suit of armour made of metal plates. |
![]() dwarven-steel shield of the stars (0 def, 6 armour, 84 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +3 Cun / +4 Mag Changes resistances: +12% light / +12% darkness Changes damage: +10% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() wrathful dwarven-steel shield of resistance (0 def, 6 armour, 82 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 57 light and fire damage to each enemy blocked Changes resistances: +7% acid / +5% light / +10% fire / +7% lightning / +10% cold Talent granted: +1 Block Handheld deflection devices. |
![]() barbed quiver of yew arrows of accuracy (21/21, 46-65 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 46.5 - 65.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +20 Armour Penetration: +10 Crit. chance: +13.0% Capacity: 21 On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() chilling quiver of ash arrows of corruption (12/12, 20-28 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 12 When this weapon hits: Curse of Impotence (20% chance level 2). Damage (Ranged): +11 cold Arrows are used with bows to pierce your foes to death. |
![]() high-capacity quiver of yew arrows of accuracy (53/53, 34-48 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 53 When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
![]() thought-forged quiver of yew arrows of accuracy (22/22, 34-47 power, 10 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * 23% chance to reduce all saves and defense by 25 Damage (Ranged): +8 mind Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Str / +2 Dex / +1 Mag / +1 Con Changes damage: +3% blight Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +10 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Nykaltholen the dwarven-steel pickaxe (dig speed 23 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +4 Defense: +10 (+3 eff.) Changes stats: +2 Str / +3 Dex Changes resistances: +9% light Spell save: +3 (+3 eff.) Movement speed: +10% Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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? |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Deepsvortex the alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +15% acid Changes resistances penetration: +20% darkness / +10% acid Spell save: +6 (+6 eff.) Disarm immunity: +20% Maximum life: +93.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +3% light Spell save: +3 (+3 eff.) Disarm immunity: +10% Stun/Freeze immunity: +10% Maximum life: +142.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() storming pouch of steel shots of erosion (15/15, 18-21 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 17.5 - 21.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 Damage (Ranged): +7 nature / +10 lightning Damage (radius 2) on crit: +7 lightning Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Damage when hit (Melee): 2 mind Changes stats: +1 Wil Changes resistances penetration: +10% cold Changes damage: +9% cold Reduces incoming crit damage: 10.00% It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() innervating dwarven-steel torque of mindblast [power 210] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 210 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() supercharged ash totem of summon tentacle [power 210] (29 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 479 Base Damage: 230 Armor: 4 All Resist: 2 Activation puts all charms on cooldown for 29 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() yew totem of healing [power 248] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 248 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +15% acid Changes damage: +3% temporal Mindpower: +5 (+2 eff.) It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Wil Critical mult.: +5.00% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Fist E. Cuffs the Skeleton Brawler level 19
11st Haze 122nd year of Ascendancy at 01:33 see stats
By Fist E. Cuffs the Skeleton Brawler level 18
77th Dusk 122nd year of Ascendancy at 10:17 see stats
By Fist E. Cuffs the Skeleton Brawler level 10
4th Dusk 122nd year of Ascendancy at 23:42 see stats
By Fist E. Cuffs the Skeleton Brawler level 20
14th Haze 122nd year of Ascendancy at 10:27 see stats
By Fist E. Cuffs the Skeleton Brawler level 22
62nd Haze 122nd year of Ascendancy at 16:57 see stats
By Fist E. Cuffs the Skeleton Brawler level 22
51st Pyre 123rd year of Ascendancy at 19:13 see stats
By Fist E. Cuffs the Skeleton Brawler level 5
2nd Mirth 122nd year of Ascendancy at 23:21 see stats
By Fist E. Cuffs the Skeleton Brawler level 14
37th Dusk 122nd year of Ascendancy at 05:08 see stats
By Fist E. Cuffs the Skeleton Brawler level 16
53rd Dusk 122nd year of Ascendancy at 09:08 see stats
Log
Fist E. Cuffs picks up (t.): chilling dwarven-steel mace of vileness (27-38 power, 4 apr).
Fist E. Cuffs picks up (9.): chilling quiver of ash arrows of corruption (12/12, 20-28 power, 7 apr).
Fist E. Cuffs picks up (5.): prismatic dwarven-steel plate armour of stability (0 def, 11 armour).
Fist E. Cuffs picks up ( .): topaz.
Fist E. Cuffs picks up (q.): dwarven-steel dagger (16-21 power, 7 apr).
Fist E. Cuffs picks up ( .): innervating dwarven-steel torque of mindblast [power 210] (15 cooldown).
Fist E. Cuffs picks up (Q.): miner's pair of dwarven-steel boots of tirelessness (0 def, 7 armour).
Fist E. Cuffs picks up (k.): rogue's steel ring of clarity.
Fist E. Cuffs picks up ( .): high-capacity quiver of yew arrows of accuracy (53/53, 34-48 power, 10 apr).
Fist E. Cuffs picks up ( .): storming pouch of steel shots of erosion (15/15, 18-21 power, 2 apr).
Fist E. Cuffs picks up (w.): horrifying thorny mindstar of balance (8-9 power, 24 apr, mind damage).
Fist E. Cuffs picks up ( .): yew totem of healing [power 248] (15 cooldown).
Fist E. Cuffs picks up (p.): chilling dwarven-steel battleaxe of the mystic (35-52 power, 2 apr).
Fist E. Cuffs picks up (w.): acidic dwarven-steel mace of massacre (34-47 power, 4 apr).
Fist E. Cuffs picks up (5.): Eilinovena the dwarven-steel helm (0 def, 4 armour).