














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 | Insane Roguelike |
Sex | Male |
Race | Thalore |
Class | Rogue |
Level / Exp | 48 / 55% |
Size | medium |
Lifes / Deaths | Killed by Aerytha the elder vampire at level 28 on the 57th Haze 122nd year of Ascendancy at 17:20 / 2Killed by Ivoriamira the orc necromancer at level 48 on the 40th Dusk 123rd year of Ascendancy at 05:16 |
Primary Stats
Strength | 41 (base 14) |
Dexterity | 148 (base 64) |
Constitution | 44 (base 24) |
Magic | 22 (base 11) |
Willpower | 71 (base 60) |
Cunning | 106 (base 60) |
Resources
Life | -421/1078 |
Stamina | 241/394 |
Healing Factor | 1.2455007465519 |
Regeneration | 9.029880412501 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +104% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 56.794319938058 |
See Invisible | 70.794319938058 |
Offense: Mainhand
Damage | 150 |
Accuracy | 86 |
Crit Chance | 69% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | 94 |
Accuracy | 86 |
Crit Chance | 74% |
APR | 20 |
Speed | 0.90 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Light | +15% |
Nature | +39% |
Blight | +9% |
Physical | +24% |
Fire | +33% |
All | +6% |
Offense: Damage Penetration
Physical | +36% |
Acid | +35% |
Light | +45% |
Nature | +45% |
Lightning | +46% |
Arcane | +60% |
Cold | +61% |
All | +25% |
Defense: Base
Armour (hardiness) | 9 (77.155997060385%) |
Defense | 130 |
Ranged Defense | 133 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 35 |
Mental Save | 49 |
Defense: Resistances
Blight | + 27%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 37%( 70%) |
All | + 17%( 70%) |
Darkness | + 22%( 70%) |
Physical | + 21%( 70%) |
Mind | + 22%( 70%) |
Fire | + 19%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 36% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 65% |
Disarm Resistance | 88% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1114% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity 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 215 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 342 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 376.94 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 91 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. |
Class Talents
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cunning / Poisons | 2.80 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Emelulema the umber hulk. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the worried loremaster from death by Xerydamith the multi-hued drake hatchling. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1300. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 17 power out of 6/20) : Effective talent level: 3.6 Power cost: 17 out of 6/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 13 Changes stats: +1 Str Changes damage: +3% blight / +9% physical Mental save: +6 (+2 eff.) Only die when reaching: -60.00 life Light radius: +3 See stealth: +6 See invisible: +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. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +27 (+4 eff.) Changes stats: +10 Dex / +4 Wil / +5 Cun Changes resistances: +6% mind / +3% fire Spell save: +3 (+2 eff.) Mindpower: +4 (+1 eff.) Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pointy cloth hat, very wizardly... |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +1.0% Physical power: +10 (+3 eff.) Armour: +1 Defense: +25 (+4 eff.) Changes stats: +3 Con Changes damage: +6% light Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +25 (+5 eff.) Defense: +20 (+3 eff.) Changes stats: +4 Dex / +2 Wil / +2 Cun Changes damage: +9% physical Physical save: +12 (+4 eff.) See invisible: +9 It can be used to blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +15 (+4 eff.) Damage when hit (Melee): 2 cold Changes stats: +8 Str / +7 Dex / +8 Cun / +7 Con Changes resistances: +5% arcane / +15% cold Changes resistances penetration: +25% arcane Stun/Freeze immunity: +36% Life regen: +7.00 Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +3.0% Defense: +7 (+1 eff.) Changes resistances: +9% blight / +9% cold / +34% nature / +6% darkness Changes resistances penetration: +15% cold Changes damage: +15% darkness / +13% nature / +6% all Poison immunity: +15% Disease immunity: +12% Spell crit. chance: +3% Mental crit. chance: +3% Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 33 cooldown : Effective talent level: 3.9 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +30 (+5 eff.) Changes stats: +2 Str / +3 Mag / +4 Cun Changes resistances penetration: +5% light Physical save: +16 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: +14 (+5 eff.) Stamina each turn: +3.00 See invisible: +6 Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +14 lightning / +34 cold When wielded/worn: Physical crit. chance: +13.0% Physical power: +15 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 22% Damage when hit (Melee): 8 light Changes stats: +4 Con Changes resistances penetration: +21% lightning / +11% physical / +15% light / +21% cold / +10% acid Changes damage: +3% light Disarm immunity: +18% Movement speed: +42% Sharp, short and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+3 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 25 power out of 30/30) : Effective talent level: 5.2 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 41% chance to evade melee and ranged attacks and 76 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+2 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +52 (+8 eff.) Fatigue: +8% Changes stats: +9 Str / +28 Dex Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +27% fire Physical save: +20 (+7 eff.) Movement speed: +40% A suit of armour made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 350 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 369 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 366 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 804% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 591% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 561 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 387.54 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 384.99 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 494 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 603 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 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 368 damage for 3 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 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: 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 473 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 9 times. 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: 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 7 times. 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +9 (+2 eff.) Changes stats: +2 Str / +6 Mag / +5 Cun / +14 Lck Physical save: +17 (+6 eff.) Spell save: +15 (+7 eff.) Mental save: +16 (+6 eff.) Equilibrium when hit: +0.28 Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +14 Damage (Melee): 7 light / 9 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 26% * 9% chance to blind Changes stats: +5 Mag / +1 Wil / +1 Cun / +5 Con Changes damage: +9% light / +8% darkness Critical mult.: +16.00% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 30 power out of 36/36) : Effective talent level: 4.0 Power cost: 30 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (121). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +7 Lck Changes resistances: +3% light / +12% fire Changes resistances penetration: +5% light Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +25% Knockback immunity: +20% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +6 Cun / +3 Con Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +7 Mag Changes resistances penetration: +25% arcane Silence immunity: +26% Mana each turn: +0.18 Vim when firing critical spell: +1.00 Spellpower: +10 (+5 eff.) Damage Shield penetration: +20% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +34 (+7 eff.) Armour penetration: +8 Armour: +4 Changes stats: +11 Dex Changes resistances: +9% nature Changes damage: +18% darkness Reduces incoming crit damage: 10.00% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 2 acid Changes resistances: +20% light Changes resistances penetration: +10% arcane Changes damage: +10% light Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +6 Con Spell save: +10 (+5 eff.) Maximum stamina: +14.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Physical crit. chance: +3.0% Defense: +10 (+2 eff.) Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +6 Cun / +6 Wil Changes damage: +6% all Spell crit. chance: +3% Mindpower: +10 (+3 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +4 Cun / +5 Mag Changes damage: +6% all Spellpower: +10 (+5 eff.) Spell crit. chance: +3% Mental crit. chance: +3% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Damage (Melee): 21 light Damage (Ranged): 15 light Changes stats: +4 Cun / +10 Mag Changes resistances: +4% all Changes damage: +13% light Spellpower: +8 (+4 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Damage (Melee): 24 light Damage (Ranged): 25 light Changes stats: +5 Mag Changes resistances: +32% darkness / +43% light Changes damage: +9% lightning / +29% light / +16% darkness Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Light radius: +2 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 (+2 eff.) Changes stats: +5 Str / +5 Con Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Defense: +8 (+1 eff.) Damage when hit (Melee): 2 darkness / 2 temporal Changes stats: +4 Cun / +4 Mag Changes resistances: +12% darkness Changes resistances penetration: +15% darkness Changes damage: +5% all Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +16 (+6 eff.) Confusion immunity: +28% Spellpower: +15 (+7 eff.) Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Defense: +10 (+2 eff.) Changes resistances: +8% nature / +9% blight Poison immunity: +15% Disease immunity: +16% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 3). On weapon hit: * 21% chance to reduce all saves and defense by 32 Damage Shield penetration (this weapon only): +13% Damage (Melee): +12 blight / +11 mind When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +3 Cun / +1 Wil Changes damage: +9% blight Mana each turn: +0.04 Sharp, short and deadly. |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Cun, 65% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 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: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Deals 89 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +9 nature When wielded/worn: Changes stats: +10 Con / +10 Wil Changes resistances: +12% acid / +3% darkness Changes damage: +9% nature Disease immunity: +20% Knockback immunity: +10% Maximum life: +79.00 Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +10 Physical crit. chance: +9.0% Physical power: +10 (+3 eff.) Changes resistances penetration: +6% physical Sharp, short and deadly. |
![]() enhanced voratun greatsword of massacre (78-126 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.5 - 125.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +16 Str / +14 Dex / +14 Mag / +9 Wil / +14 Cun / +14 Con Massive two-handed swords. |
![]() inquisitor's voratun mace of massacre (56-78 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 55.5 - 77.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Deals 89 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Blunt and deadly. |
![]() ranger's drakeskin leather sling of piercing Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +10 Changes stats: +4 Dex Changes resistances penetration: +13% all Slings are used to hurl stones or metal shots at your foes. |
![]() Porysevena (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +12% Damage (Melee): 32 fire Changes stats: +2 Wil Changes resistances penetration: +5% blight Changes damage: +15% blight / +30% cold Talent granted: +1 Command Staff Critical mult.: +49.00% Physical save: +7 (+2 eff.) Spellpower: +25 (+12 eff.) Spell crit. chance: +19% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
![]() swiftstrike voratun steamgun of true flight Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +800% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +10.0% Changes stats: +3 Cun Combat speed: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Mag / +5 Con Changes resistances penetration: +10% blight Maximum life: +157.00 Maximum mana: +44.00 Maximum stamina: +39.00 Maximum hate: +13.00 Maximum psi: +24.00 Maximum vim: +27.00 Maximum pos.energy: +23.00 Maximum neg.energy: +32.00 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +15 (+4 eff.) Armour: +6 Changes stats: +3 Mag Physical save: +6 (+2 eff.) Maximum stamina: +30.00 Mindpower: +4 (+1 eff.) Light radius: +3 A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +10 Mag / +11 Wil Changes resistances: +9% acid / +23% fire / +9% lightning / +16% cold Changes damage: +21% cold Hate when firing a critical mind attack: +5.00 Spell crit. chance: +5% Mindpower: +10 (+3 eff.) Mental crit. chance: +2% A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 59% Changes resistances: +6% acid / +9% lightning / +34% blight / +24% cold / +32% nature / +15% fire Life regen: +16.00 Healing mod.: +30% 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: Armour: +9 Defense: +27 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 22% Changes resistances: +1% physical / +24% cold Changes resistances penetration: +10% cold Changes damage: +3% acid Stun/Freeze immunity: +20% Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +33 (+7 eff.) Defense: +17 (+3 eff.) Fatigue: -8% Effects on melee hit: * 20% chance to slow global speed by 59% * 10 arcane resource burn Changes resistances: +15% fire / +3% nature / +6% cold Changes damage: +3% cold Physical save: +29 (+9 eff.) Mental save: +15 (+5 eff.) Only die when reaching: -50.00 life Maximum life: +94.00 Maximum stamina: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +22 (+5 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Blindness immunity: +20% Silence immunity: +20% Disarm immunity: +20% Teleport immunity: +20% Maximum life: +58.00 Maximum stamina: +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+7 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 13 power out of 20/20) : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +13 Fatigue: -6% Changes stats: +3 Str / +4 Con Changes resistances: +5% arcane / +3% temporal Mental save: +6 (+2 eff.) Blindness immunity: +10% Stamina each turn: +0.70 Maximum life: +46.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 2.6 Power cost: 21 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 13 Damage when hit (Melee): 10 lightning / 6 blight Changes resistances: +6% lightning Changes resistances penetration: +15% lightning Changes damage: +18% mind Silence immunity: +38% Confusion immunity: +36% Stun/Freeze immunity: +35% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +13 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 6 fire Changes stats: +6 Con / +6 Wil Changes resistances: +13% lightning / +13% temporal / +15% fire Changes resistances penetration: +26% light / +8% physical Changes damage: +15% fire Mindpower: +8 (+2 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 61 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() drakeskin leather gloves of the nighthunter (0 def, 3 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Changes stats: +3 Cun Changes resistances: +9% darkness Infravision radius: +2 When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +5 Crit. chance: +12.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +28 darkness It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 2.6 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +55% acid / +16% mind / +3% darkness Changes resistances penetration: +5% darkness / +5% acid Changes damage: +20% mind / +26% acid Physical save: +15 (+5 eff.) Mental save: +17 (+6 eff.) Life regen: +4.70 Maximum psi: +27.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 29 power out of 35/35) : Effective talent level: 2.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() thaloren voratun helm of absorption (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Wil Changes resistances: +7% blight Mental save: +10 (+4 eff.) Stamina when hit: +2.90 Equilibrium when hit: +2.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Scaldwend the voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Damage (Melee): 14 acid / 18 fire Damage when hit (Melee): 13 acid / 10 fire Changes stats: +6 Str / +4 Mag Changes resistances: +17% acid / +13% physical / +16% darkness / +32% fire / +7% arcane Changes damage: +9% fire Spell save: +17 (+7 eff.) Light radius: +2 Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() enlightening voratun mail armour of Eyal (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +6 Cun / +7 Wil Mental save: +18 (+6 eff.) Life regen: +4.00 Maximum life: +80.00 Healing mod.: +17% A suit of armour made of mail. |
![]() Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Fatigue: +7% Changes stats: +4 Str / +10 Dex / +4 Mag / +4 Wil / +12 Cun Maximum life: +34.00 Mental crit. chance: +2% Movement speed: +20% A suit of armour made of leather. |
![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+2 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +15 Physical crit. chance: +7.0% Armour: +11 Defense: +32 (+5 eff.) Fatigue: +8% Changes stats: +5 Str / +7 Dex Changes resistances: +12% acid / +9% cold / +5% arcane Changes damage: +12% arcane Allows you to breathe in: water Critical mult.: +10.00% Physical save: +9 (+3 eff.) Stamina each turn: +1.20 Psi when hit: +0.08 Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 29 cooldown : Effective talent level: 4.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 128 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +24 Defense: +29 (+4 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 8 fire Changes stats: +3 Cun Changes resistances: +18% fire / +21% physical Mental save: +20 (+7 eff.) A suit of armour made of leather. |
![]() Piercing Gaze (5 def, 25 armour, 180 block) Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 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 / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 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 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+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: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by 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. |
![]() 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? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 Encumbrance. Type: 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 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% 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 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil / +3 Mag Changes resistances: +5% arcane Changes damage: +6% temporal Maximum mana: +40.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(127 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 15 power out of 35/35) : Effective talent level: 2.6 Power cost: 15 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con 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 166 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. |
![]() hateful pouch of voratun shots of erosion (19/19, 53-64 power, 6 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 Damage (Ranged): +17 darkness / +12 nature Damage against: +13% Living Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +6 Defense: +15 (+2 eff.) Changes stats: +2 Cun / +3 Dex Critical mult.: +5.00% Mindpower: +5 (+1 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% 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: 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 Bibid the Thalore Rogue level 37
61st Regrowth 123rd year of Ascendancy at 10:34 see stats
By Bibid the Thalore Rogue level 37
14th Regrowth 123rd year of Ascendancy at 01:55 see stats
By Bibid the Thalore Rogue level 48
36th Dusk 123rd year of Ascendancy at 09:41 see stats
By Bibid the Thalore Rogue level 41
15th Pyre 123rd year of Ascendancy at 19:39 see stats
By Bibid the Thalore Rogue level 10
5th Flare 122nd year of Ascendancy at 23:53 see stats
By Bibid the Thalore Rogue level 39
68th Regrowth 123rd year of Ascendancy at 14:38 see stats
By Bibid the Thalore Rogue level 33
5th Regrowth 123rd year of Ascendancy at 23:00 see stats
By Bibid the Thalore Rogue level 23
40th Haze 122nd year of Ascendancy at 01:30 see stats
By Bibid the Thalore Rogue level 30
77th Haze 122nd year of Ascendancy at 04:35 see stats
By Bibid the Thalore Rogue level 35
12nd Regrowth 123rd year of Ascendancy at 06:45 see stats
By Bibid the Thalore Rogue level 30
4th Allure 123rd year of Ascendancy at 14:44 see stats
By Bibid the Thalore Rogue level 10
4th Mirth 122nd year of Ascendancy at 15:57 see stats
By Bibid the Thalore Rogue level 20
7th Haze 122nd year of Ascendancy at 21:27 see stats
By Bibid the Thalore Rogue level 30
77th Haze 122nd year of Ascendancy at 00:13 see stats
By Bibid the Thalore Rogue level 40
68th Regrowth 123rd year of Ascendancy at 14:38 see stats
By Bibid the Thalore Rogue level 43
70th Pyre 123rd year of Ascendancy at 01:03 see stats
By Bibid the Thalore Rogue level 19
29th Dusk 122nd year of Ascendancy at 08:02 see stats
By Bibid the Thalore Rogue level 42
39th Pyre 123rd year of Ascendancy at 10:09 see stats
By Bibid the Thalore Rogue level 26
56th Haze 122nd year of Ascendancy at 05:01 see stats
By Bibid the Thalore Rogue level 40
11st Pyre 123rd year of Ascendancy at 18:04 see stats
By Bibid the Thalore Rogue level 48
40th Dusk 123rd year of Ascendancy at 05:13 see stats
By Bibid the Thalore Rogue level 10
4th Mirth 122nd year of Ascendancy at 16:07 see stats
By Bibid the Thalore Rogue level 20
8th Haze 122nd year of Ascendancy at 06:09 see stats
By Bibid the Thalore Rogue level 10
6th Mirth 122nd year of Ascendancy at 11:17 see stats
By Bibid the Thalore Rogue level 42
57th Pyre 123rd year of Ascendancy at 21:11 see stats
By Bibid the Thalore Rogue level 19
7th Haze 122nd year of Ascendancy at 20:19 see stats
By Bibid the Thalore Rogue level 23
39th Haze 122nd year of Ascendancy at 16:04 see stats
By Bibid the Thalore Rogue level 16
17th Dusk 122nd year of Ascendancy at 15:33 see stats
By Bibid the Thalore Rogue level 28
57th Haze 122nd year of Ascendancy at 17:20 see stats
By Bibid the Thalore Rogue level 36
12nd Regrowth 123rd year of Ascendancy at 20:59 see stats
Log
Ghoulking misses Bibid.
Something hits Bibid for 89 darkness damage.
Talent Tumble is ready to use.
Talent Fan of Knives is ready to use.
Talent Venomous Strike is ready to use.
Talent Dual Strike is ready to use.
Ghast misses Bibid.
Ivoriamira the orc necromancer's desolate waste area effect hits Bibid for 12 cold damage.
Ivoriamira the orc necromancer's desolate waste area effect hits Bibid for 12 cold damage.
Ghoulking receives 110 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Bibid for 38 blight damage.
Ghast receives 110 healing from Ghast's purging blight area effect.
Orc necromancer's desolate waste area effect hits Bibid for 20 cold damage.
Orc necromancer's desolate waste area effect hits Bibid for 20 cold damage.
Something hits Bibid for 63 darkness damage.
Ghoulking misses Bibid.
Ghoulking resists!
Ghast resists!
Bibid hits Something for damage.
Bibid hits Ghoulking for damage.
Bibid hits Something for damage.
Bibid hits Something for damage.
Bibid hits Something for damage.
Bibid hits Ghast for damage.
Bibid hits Something for damage.
Bibid hits Something for damage.
Bibid uses Fan of Knives.
Something hits Bibid for 113 darkness damage.
Bibid the level 48 thalore rogue was shadowed to death by Ivoriamira the orc necromancer on level 1 of Rak'shor Pride.