









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Thalore |
Class | Adventurer |
Level / Exp | 21 / 59% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 511 (base 50) |
Dexterity | 468 (base 50) |
Constitution | 616 (base 50) |
Magic | 67 (base 50) |
Willpower | 56 (base 50) |
Cunning | 263 (base 50) |
Resources
Mana | 340/340 |
Negative | 44/90 |
Life | 29906/29906 |
Paradox | 300 |
Soul | 55/55 |
Steam | 600/600 |
Hate | 67/100 |
Equilibrium | 45 |
Vim | 1209/1209 |
Insanity | 0/100 |
Positive | 50/50 |
Stamina | 135/135 |
Psi | 337/337 |
Healing Factor | 2.5 |
Regeneration | 405.11736788963 |
Speed
Mental | +472.22887130065% |
Attack | +60.249223595% |
Movement | +1223.1483025463% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 36 |
Infravision | 36 |
See Stealth | 623.8480555971 |
See Invisible | 982.36671188314 |
Offense: Barehand
Damage | 275 |
Accuracy | 200 |
Crit Chance | 902% |
APR | 730 |
Speed | 0.14 |
Offense: Spell
Spellpower | 261 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 87 |
Crit Chance | 100% |
Speed | 0.62402798438969 |
Offense: Damage Bonus
Nature | +20% |
Darkness | +484% |
Light | +393% |
Temporal | +10% |
Blight | +90% |
Physical | +25% |
Fire | +418% |
All | 0% |
Offense: Damage Penetration
Fire | +48% |
Physical | +137% |
Defense: Base
Armour (hardiness) | 511.12948853376 (30%) |
Defense | 90 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 181 |
Spell Save | 207 |
Mental Save | 210 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | +167%( 70%) |
Lightning | + 70%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 95% |
Poison Resistance | 98% |
Blind Resistance | 100% |
Silence Resistance | 0% |
Bleed Resistance | 98% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 65% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 34.7 steam per turn. Can be activated for an instant burst of 173 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 41.5 steam per turn. Can be activated for an instant burst of 207 steam. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 868% for 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1798 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Demented / Oblivion | 20.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Celestial / Sun | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Butchery | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Elusiveness | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Discharge | 20.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Slime | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Void | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 20.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Ooze | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Twilight | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Chronophage | 20.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Corruption / Brutality | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blood | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Oozing blades | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 20.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Steamtech / Dread | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Torture | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Shades | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Assassination | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 20.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Corruption / Scourge | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic pact | 20.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Threaded Combat | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Gravity | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 20.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Chronomancy / Speed Control | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Rot | 20.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Spell / Advanced necrotic minions | 20.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cunning / Lethality | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Animus | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Undead drake | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Focus | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Tactical | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Frost alchemy | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Path of horror | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Automated butchery | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Augmented striking | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Thoughts of iron | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Endless hunt | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / One with shadows | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyal's fury | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 20.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Psionic / Psi-fighting | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire alchemy | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Storm | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Ice | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Sanguisuge | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Darkness | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 20.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Psionic / Charged mastery | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Corrosive blades | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Doom covenant | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Doom | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 20.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Scoundrel | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Thalore | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Mentalism | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Divination | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Oppression | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Black-magic | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Feedback | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 20.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Calamity | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Stone alchemy | 20.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 20.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Lacerating Strikes |
talent | Weapon Folding |
talent | Weapon of Light |
talent | Arcane Feed |
talent | Wild Growth |
talent | Energy Decomposition |
talent | Stalk |
talent | Hymn of Perseverance |
talent | Horrifying Blows |
talent | Gloom |
talent | Total Thuggery |
talent | Blurred Mortality |
talent | Dark Ritual |
talent | Jinxed Touch |
talent | Apply Poison |
talent | Willful Tormenter |
talent | Elemental Harmony |
talent | Icy Skin |
talent | Shadow Combat |
talent | Molten Iron Blood |
talent | Gestalt |
talent | Kinetic Shield |
talent | Mechanical Arms |
talent | Weapon of Wrath |
talent | Augmentation |
talent | Necrotic Aura |
talent | Bleak Outcome |
talent | Second Life |
talent | Blade Flurry |
talent | Furnace |
talent | Raze |
beneficial effect | The target is hunting creatures of type / sub-type: demon / major with 38% effectiveness. Kills: 3 / 3 kills, Damage: +24% / +56%, Attack: +21 / +53, Stun: -- / 9.6%, Outmaneuver: 11.7% / 21.9% Predator |
beneficial effect | The target is mimicking a previous victim. (+19 Strength, +5 Dexterity, +19 Magic, +5 Willpower, +5 Cunning, +17 Constitution) Mimic |
beneficial effect | Linked to their horror ally gaining 79% all damage resistance. Shared Insanity |
beneficial effect | Countering melee attacks: Has a 97% chance to get an automatic counter attack when avoiding a melee attack. (3.4 counters remaining) Counter Attacking |
beneficial effect | The target is moving is 467% faster. 3 Celerity |
detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
beneficial effect | Steampower increased by 62. Gestalt |
Quests
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 10)You completed the challenge and received: Random Artifact: Chamiregorin (22.5-33.75 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 14)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 8)You completed the challenge and received: Random Artifact: Runiromidor (14 def, 5 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 11) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 5) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 7)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level in less than 336 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (336) (Level 9)Turns left: 287 You completed the challenge and received: +3 Stat Points | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Inventory
![]() 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: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2728% for 10 turns and instantly restoring 136 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength 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 ability. |
![]() shielding rune of the sneak (absorb 969 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 969 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1667 damage for 3 turns. Its effects scale with your Strength 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 ability. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 3 power out of 60/60) : Effective talent level: 2.0 Power cost: 3 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Zylamarain the gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Dex / +2 Con Changes resistances: +3% acid Critical mult.: +9.00% Cut immunity: +40% Maximum life: +40.00 Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 426 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() clarifying gold amulet of strength (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +10% mind Confusion immunity: +29% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+0 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Silence immunity: +28% Mana each turn: +0.13 Rings can have magical properties. |
![]() Guyawyn the dwarven-steel dagger (18-23.4 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Cun, 0% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +15 insidious poison When wielded/worn: Changes resistances: +3% temporal Stun/Freeze immunity: +20% Knockback immunity: +20% Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
![]() Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Dex, 35% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+1 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() hateful steel dagger of erosion (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 temporal / +5 nature / +8 darkness Damage against: +4% Living Sharp, short and deadly. |
![]() steel dagger of massacre (17.5-22.75 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
![]() steel dagger of paradox (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +8% temporal Sharp, short and deadly. |
![]() Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction On weapon crit: * cripple the target Damage (Melee): +8 acid When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +10.0% Defense: +9 (+2 eff.) Changes damage: +3% acid Disarm immunity: +35% Massive two-handed mauls. |
![]() Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +7 light Burst (radius 1) on hit: +9 fire Damage against: +7% Undead When wielded/worn: Physical crit. chance: +7.0% Changes stats: +2 Wil Maximum psi: +30.00 Massive two-handed swords. |
![]() Eclipsevortex the steel greatsword (22.5-36 power, 9 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage Shield penetration (this weapon only): +38% Burst (radius 1) on hit: +4 darkness When wielded/worn: Changes resistances: +3% mind / +6% darkness Changes resistances penetration: +10% darkness Changes damage: +9% mind Massive two-handed swords. |
![]() Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 33.50 arcane and 195.55 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+2 eff.) Spell crit. chance: +12% It can be used to activate talent Lightning (costing 1 power out of 3/3) : Effective talent level: 60.0 Power cost: 1 out of 3/3. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful beam of lightning, doing 1204.11 to 3612.34 damage The damage will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() insidious dwarven-steel longsword of massacre (30.5-42.7 power, 4 apr) Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 30.5 - 42.7 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 insidious poison Sharp, long, and deadly. |
![]() steel longsword of phasing (16.5-23.1 power, 10 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +14% Sharp, long, and deadly. |
![]() hateful stralite mace of phasing (38-53.2 power, 17 apr) Requires: - Magic 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +28% Damage (Melee): +12 darkness Damage against: +11% Living Blunt and deadly. |
![]() Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 40% Wil, 20% Mag, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+0 eff.) Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+2 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Fire Breath (costing 3 power out of 30/30) : Effective talent level: 80.0 Power cost: 3 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 30. Any target caught in the area will take 19992.66 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+0 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
![]() Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 1 power out of 8/8) : Effective talent level: 2.0 Power cost: 1 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 591.87 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() gifted vined mindstar of clarity (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mental save: +3 (+1 eff.) Maximum psi: +16.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of life (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 0% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Life regen: +0.50 Maximum life: +10.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() vined mindstar of slime (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 2% Changes damage: +3% nature Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Scatter Shot (-2 turns) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() cured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
![]() mighty cured leather sling of cunning (+3) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +6 (+0 eff.) Changes stats: +3 Cun / +3 Str Changes resistances penetration: +12% physical Slings are used to hurl stones or metal shots at your foes. |
![]() Camyroneg the ash starstaff (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Damage (Melee): +8 physical When wielded/worn: Physical crit. chance: +6.0% Armour: +6 Changes resistances: +4% physical Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Healing mod.: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+1 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 4 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() ash starstaff of might (15-18 power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() surging ash magestaff of fate (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +7 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Willpower 15 - Dexterity 20 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 90% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Boiling Shot (-1 turn) Vacuum Shot (-1 turn) Blunt Shot (-1 turn) Mindpower: +10 (+2 eff.) Mental crit. chance: +2% Mental speed: +10% Steampower: +5 (+0 eff.) Steamtech Speed: +10% This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
![]() balanced steel steamsaw (16.5-24.75 power, 8 apr) Requires: - Magic 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 16.5 - 24.8 Uses stat: 100% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +20 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +3 Defense: +11 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Disarm immunity: +24% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() stralite steamsaw of erosion (34.5-51.75 power, 19 apr) Requires: - Magic 35 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 34.5 - 51.8 Uses stat: 100% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +68 Damage (Melee): +8 nature / +8 temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() thought-forged steel steamsaw of massacre (20.5-30.75 power, 8 apr) Requires: - Magic 16 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 20.5 - 30.8 Uses stat: 100% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +20 On weapon hit: * 12% chance to cause random gloom Damage (Melee): +7 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +1 Cun / +2 Wil Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Kamnir the steel waraxe (15-21 power, 3 apr) Requires: - Magic 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +10 insidious poison Burst (radius 1) on hit: +12 arcane When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes damage: +6% arcane One-handed war axes. |
![]() Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 21.0 - 29.4 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% light Spell save: +9 (+1 eff.) Blindness immunity: +5% Cut immunity: +25% Silence immunity: +10% Confusion immunity: +5% One-handed war axes. |
![]() Mardoneg (21-29.4 power, 4 apr) Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +10 insidious poison When wielded/worn: Physical power: +8 (+0 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +2 Str Changes resistances: +2% physical Changes damage: +6% physical Life regen: +1.20 One-handed war axes. |
![]() chilling dwarven-steel waraxe of daylight (18-25.2 power, 4 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +6 light / +6 cold Damage against: +10% Undead One-handed war axes. |
![]() dwarven-steel waraxe 'Yvuba' (19.5-27.3 power, 4 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Changes stats: +3 Con Changes resistances penetration: +5% physical Spellpower on spell critical (stacks up to 3 times): +4 See invisible: +12 Damage Shield penetration: +40% One-handed war axes. |
![]() Flashwinter Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% mind / +6% lightning Changes resistances penetration: +25% lightning / +10% mind Changes damage: +6% mind Reduced damage from: +18% Summoned A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 267, based on Magic) for 10 turns, costing 2 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Changes stats: +1 Cun / +2 Str Changes resistances: +13% cold Critical mult.: +6.00% Maximum life: +30.00 See invisible: +6 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. |
![]() spellcowled cashmere cloak (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Mag / +2 Wil Spell save: +7 (+1 eff.) Maximum mana: +50.00 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 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+1 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 121.33 to 151.67 physical damage (based on Willpower and Cunning) with knockback, costing 1 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. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+0 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() Voralle the woollen robe (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances: +12% temporal / +15% mind / +10% darkness Changes damage: +12% temporal / +6% all Physical save: +11 (+1 eff.) Spell save: +11 (+1 eff.) Mental save: +22 (+2 eff.) Spellpower: +10 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Dexterity 16 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 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Dronarirand the Gloombringer (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 cold Changes resistances: +3% acid / +7% cold / +6% darkness Changes damage: +5% cold When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 3). Damage (Melee): +12 darkness Burst (radius 1) on hit: +8 darkness / +12 acid Burst (radius 2) on crit: +7 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() iron gauntlets of dexterity (+2) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +1 Changes stats: +2 Dex When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 2 power out of 30/30) : Effective talent level: 1.0 Power cost: 2 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 64.03 to 192.09 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
![]() Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+3 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 2 power out of 50/50) : Effective talent level: 2.0 Power cost: 2 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 1323.12 fire and 319.07 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() Poryrata (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil Changes resistances: +6% blight / +3% physical Physical save: +7 (+0 eff.) Blindness immunity: +25% Pinning immunity: +15% Stun/Freeze immunity: +20% Teleport immunity: +15% A pointy cloth hat, very wizardly... |
![]() cashmere wizard hat of decomposition (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +4% lightning / +3% temporal / +4% light / +4% fire / +4% nature / +4% acid / +5% blight / +3% cold / +3% darkness A pointy cloth hat, very wizardly... |
![]() insulating rough leather cap of dexterity (+3) (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: +3 Dex Changes resistances: +6% fire / +5% cold A cap made of leather. |
![]() rough leather hat 'Galyndur' (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 Wil / +3 Con Changes resistances penetration: +20% blight Changes damage: +3% mind Critical mult.: +10.00% Mindpower: +8 (+2 eff.) A hat made of leather. Very stylish. |
![]() Balyrach the Furnacesquall (3 def, 13 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +10% Damage when hit (Melee): 4 fire Changes resistances: +18% acid / +13% light / +12% darkness Changes resistances penetration: +10% fire Physical save: +9 (+0 eff.) Spell crit. chance: +5% A suit of armour made of mail. |
![]() prismatic steel mail armour of fire resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +17% fire / +10% light / +10% darkness A suit of armour made of mail. |
![]() spiked stralite mail armour of lightning resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 14 physical Changes resistances: +21% lightning A suit of armour made of mail. |
![]() steel mail armour of fire resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +16% fire A suit of armour made of mail. |
![]() hardened leather armour 'Dimire' (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +5% arcane Changes resistances penetration: +15% darkness Changes damage: +12% darkness Maximum life: +33.00 A suit of armour made of leather. |
![]() rejuvenating cured leather armour of stability (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +6% physical Physical save: +12 (+1 eff.) Life regen: +3.50 Stamina each turn: +0.50 A suit of armour made of leather. |
![]() spiked cured leather armour (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical A suit of armour made of leather. |
![]() spiked cured leather armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 11 physical Changes resistances: +15% fire A suit of armour made of leather. |
![]() Strikeoracle (4 def, 11 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 10 physical Changes stats: +4 Cun / +4 Wil Changes resistances: +5% acid / +7% cold / +9% lightning Changes damage: +9% lightning Grants telepathy: Dragon Allows you to breathe in: water Mental save: +11 (+1 eff.) Infravision radius: +1 A suit of armour made of metal plates. |
![]() Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+4 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 2 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() acidic dwarven-steel shield (8 def, 2 armour, 80 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 6 acid Damage when hit (Melee): 10 acid Talent granted: +3 Block Handheld deflection devices. |
![]() deflecting steel shield of acid resistance (+15%) (12 def, 2 armour, 39 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +12 (+3 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +15% acid Talent granted: +2 Block Deflect projectiles away: +8% Handheld deflection devices. |
![]() steel shield of cold resistance (+17%) (6 def, 2 armour, 40 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +17% cold Talent granted: +2 Block Handheld deflection devices. |
![]() Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() quiver of yew arrows 'Kilnsting' (16/16, 29.5-41.3 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 29.5 - 41.3 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 16 Damage (Ranged): +32 fire Burst (radius 1) on hit: +28 fire Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Wildwyrd (dig speed 40 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str Changes resistances penetration: +20% nature Changes damage: +3% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 3 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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), costing 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. |
![]() arcing pouch of dwarven-steel shots of paradox (19/19, 34-40.8 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to arc to a second target Damage (Ranged): +9 lightning / +9 temporal Shots are used with slings to pummel your foes to death. |
![]() Beradur the steel torque of kinetic psionic shield [power 51] (2 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +9% temporal Changes resistances penetration: +10% blight It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 51 for 7 turns, putting all charms on cooldown for 2 turns. When used: 100% chance to regenerate 3 psi. 100% chance to regenerate 3 hate. 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
![]() ash totem of thorny skin [power 27] (2 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, putting all charms on cooldown for 2 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Strikeriver [power 55] (2 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 16 lightning Changes resistances: +5% arcane Changes resistances penetration: +20% arcane Changes damage: +15% arcane It can be used to disarm traps (55 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() ash wand of firewall [power 105] (1 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to creates a wall of flames lasting 4 turns (dealing 544 fire damage overall), putting all charms on cooldown for 1 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: 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% When used as an alchemist bomb: Lights terrain (power 10) 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +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: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Madness the Thalore Adventurer level 7
75th Pyre 122nd year of Ascendancy at 06:28 see stats
By Madness the Thalore Adventurer level 4
74th Pyre 122nd year of Ascendancy at 20:06 see stats
By Madness the Thalore Adventurer level 13
77th Pyre 122nd year of Ascendancy at 01:16 see stats
By Madness the Thalore Adventurer level 10
76th Pyre 122nd year of Ascendancy at 01:21 see stats
By Madness the Thalore Adventurer level 20
78th Pyre 122nd year of Ascendancy at 19:47 see stats
By Madness the Thalore Adventurer level 12
76th Pyre 122nd year of Ascendancy at 21:20 see stats
By Madness the Thalore Adventurer level 13
77th Pyre 122nd year of Ascendancy at 10:07 see stats
By Madness the Thalore Adventurer level 5
74th Pyre 122nd year of Ascendancy at 20:51 see stats
By Madness the Thalore Adventurer level 3
74th Pyre 122nd year of Ascendancy at 15:15 see stats
By Madness the Thalore Adventurer level 8
75th Pyre 122nd year of Ascendancy at 17:03 see stats
By Madness the Thalore Adventurer level 16
77th Pyre 122nd year of Ascendancy at 22:38 see stats
Log
The psionic shield around Madness crumbles.
Madness deactivates Furnace.
Madness deactivates Second Life.
Madness deactivates Weapon of Wrath.
Madness deactivates Apply Poison.
Madness deactivates Stalk.
Madness deactivates Raze.
Madness deactivates Mechanical Arms.
Madness deactivates Dark Ritual.
Madness deactivates Arcane Feed.
Madness deactivates Total Thuggery.
Madness deactivates Lacerating Strikes.
Madness deactivates Elemental Harmony.
Madness deactivates Blurred Mortality.
Madness deactivates Keen Senses.
Madness deactivates Gloom.
Madness deactivates Horrifying Blows.
Madness deactivates Wild Growth.
Madness deactivates Weapon of Light.
Madness deactivates Necrotic Aura.
Madness deactivates Weapon Folding.
Madness deactivates Energy Decomposition.
Madness deactivates Jinxed Touch.
Madness deactivates Blade Flurry.
Madness deactivates Augmentation.
Madness deactivates Stone Skin.
Madness deactivates Willful Tormenter.
Worm that walks (servant of Madness) deactivates Infestation.
Worm that walks (servant of Madness) deactivates Ruin.
Worm that walks (servant of Madness) deactivates Worm that Walks Link.