











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.
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Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Drem |
Class | Arcane Blade |
Level / Exp | 36 / 82% |
Size | medium |
Lifes / Deaths | Killed by corrupted protoplasmic controller at level 5 on the 18th Voratun 122nd year of Ascendancy at 19:05 2 / 6Killed by Cyrelrada the temporal stalker at level 24 on the 11st Iron 123rd year of Ascendancy at 20:14 Killed by Celia at level 28 on the 22nd Stralite 123rd year of Ascendancy at 19:51 Killed by Porawyn the skeleton warrior at level 31 on the 7th Voratun 123rd year of Ascendancy at 20:30 Killed by The Master at level 31 on the 7th Voratun 123rd year of Ascendancy at 23:18 Killed by overpowered greater multi-hued wyrm at level 36 on the 2nd Acquisition 123rd year of Ascendancy at 00:09 |
Primary Stats
Strength | 44 (base 13) |
Dexterity | 59 (base 24) |
Constitution | 28 (base 10) |
Magic | 121 (base 60) |
Willpower | 21 (base 13) |
Cunning | 118 (base 60) |
Resources
Life | -213/978 |
Mana | 200/245 |
Stamina | 218/218 |
Healing Factor | 1.1456298990388 |
Regeneration | 27.332163524224 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +41.205122053262% |
Spell | 0% |
Global | +170% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 63.318559407097 |
See Invisible | 81.318559407097 |
Offense: Mainhand
Damage | 97 |
Accuracy | 61 |
Crit Chance | 71% |
APR | 45 |
Speed | 1.00 |
Offense: Offhand
Damage | 23 |
Accuracy | 61 |
Crit Chance | 73% |
APR | 47 |
Speed | 1.00 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 62% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 63% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +56% |
Light | +11% |
Darkness | +15% |
Nature | +22% |
Physical | +35% |
Cold | +27% |
All | +5% |
Offense: Damage Penetration
Physical | +79% |
Lightning | +61% |
Mind | +66% |
All | +41% |
Defense: Base
Armour (hardiness) | 26.77154943904 (62.946778433524%) |
Defense | 90 |
Ranged Defense | 95 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 40 |
Mental Save | 59 |
Defense: Resistances
Lightning | + 40%( 70%) |
All | + 14%( 70%) |
Physical | + 16%( 70%) |
Cold | + 21%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 70% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1062 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 225 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 932% for 10 turns (224 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 42% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse 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. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Thunderstorm |
talent | Arcane Combat |
talent | Feather Wind |
talent | Defensive Posture |
talent | Shielding |
talent | Arcane Feed |
detrimental effect | The target is on fire, taking 121.34 fire damage per turn. Burning |
beneficial effect | Class talents have no cooldown the first time they are used. Frenzy |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target has 22 increased life regeneration. Recovery |
beneficial effect | Increases global action speed by 70%. Speed |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Yvilebeth the wolf. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Eladawen the skeleton warrior. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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: 464. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within7 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. * Find a Resonating Diamond. | active |
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 | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 42 power out of 11/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Effects on melee hit: * 20% chance to reduce armor by 42% Changes stats: +5 Mag / +3 Wil / +5 Con Changes resistances penetration: +8% all Light radius: +9 See invisible: +18 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 6 light Changes resistances: +22% nature / +9% lightning Changes resistances penetration: +20% lightning Changes damage: +17% nature / +6% light A pointy cloth hat, very wizardly... |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Fatigue: +5% Changes stats: +3 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +8.00% Physical save: +9 (+3 eff.) Spell crit. chance: +13% Mental crit. chance: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Crafted by a master 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 (+3 eff.) Mental save: +10 (+3 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: 2.4 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." |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 42 power out of 50/50) : Effective talent level: 2.0 Power cost: 42 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +4 Cun Changes resistances penetration: +25% mind Changes damage: +5% all / +9% cold Spellpower: +7 (+2 eff.) Mindpower: +33 (+10 eff.) Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +5 Defense: +30 (+6 eff.) Fatigue: -7% Changes stats: +4 Str / +9 Dex / +7 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.80 Movement speed: +10% Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +7.0% Physical power: +9 (+2 eff.) Armour: +6 Defense: +6 (+1 eff.) Maximum wards: +2 lightning Changes damage: +25% lightning Talents granted: +1 Command Staff +2 Ward Spellpower: +17 (+4 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Armour: +8 Defense: +19 (+3 eff.) Changes stats: +6 Dex / +4 Cun / +2 Con Changes resistances penetration: +31% physical Changes damage: +19% physical Stealth bonus: +13 Physical save: +15 (+5 eff.) Mental crit. chance: +12% A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 116 damage Damage (Melee): +20 nature / +4 lightning Damage (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +14 Changes resistances penetration: +8% all / +7% physical Changes damage: +15% lightning Sharp, short and deadly. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +2 (+0 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 2 physical Changes resistances: +15% lightning / +2% physical Stamina each turn: +2.00 Maximum life: +34.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Str / +4 Mag / +6 Wil Changes resistances: +6% lightning / +8% cold / +11% all Changes damage: +11% lightning / +11% physical / +13% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() healing infusion (heal 78; cd 12) 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 78 then cleanse 1 wound, poison, and disease effect. 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. |
![]() movement infusion (speed 648%; cd 11) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 648% 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. 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1100% 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. |
![]() regeneration infusion (heal 271; 12 cd) 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. 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. |
![]() regeneration infusion of the psychic (heal 254; 17 cd) 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. 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. |
![]() regeneration infusion of the warrior (heal 521; 17 cd) 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 521 life over 5 turns. Its effects scale with your Strength 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. |
![]() wild infusion (res 19%; mental, physical; dur 4; cd 13) 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 cure yourself of one random mental and physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() wild infusion (res 18%; magical; dur 3; cd 13) 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 cure yourself of one random magical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. 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: 11 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 and mental effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() biting gale rune of the sneak (damage 380; dur 4; cd 23) 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: 23 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 379.55 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 ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
![]() blink rune of the wizard (range 9; phase 35; cd 19) 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: 9 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. 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. |
![]() ethereal rune of the sneak (power 32; resist 39%; move 53%; dur 5; cd 20) 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 39% all resistance, you move 53% faster, and you are invisible (power 32). 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. |
![]() shatter afflictions rune (absorb 81; cd 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 81 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. 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. |
![]() shatter afflictions rune of the warrior (absorb 206; cd 16) 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 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 206 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. 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. |
![]() shielding rune of the psychic (absorb 453; dur 5; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 453 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune of the sneak (absorb 829; dur 6; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 829 damage for 6 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. |
![]() teleportation rune of the warrior (range 83; cd 11) 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: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. 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 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! |
![]() 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 (172). 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. |
![]() Zemekkys' Broken Hourglass Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 42 power out of 80/80) : Effective talent level: 1.0 Power cost: 42 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() Ring of the Archlich Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() The Black Ring Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() rogue's stralite ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +4 (+0 eff.) Changes stats: +2 Cun Life regen: +12.00 Maximum life: +69.00 Healing mod.: +14% Rings make your fingers look great! |
![]() titan's stralite ring of corrosion (+28%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +28% acid Changes damage: +14% acid Physical save: +8 (+2 eff.) Rings make your fingers look great! |
![]() stralite battleaxe (42-64 power, 3 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Massive two-handed battleaxes. |
![]() warbringer's stralite battleaxe of vileness (43-64 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 35% chance to reduce strength, dexterity, and constitution by 32 Damage (Melee): +24 blight When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +13% physical Disarm immunity: +27% Massive two-handed battleaxes. |
![]() Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Str / +16 Dex / +11 Mag / +10 Wil / +8 Cun / +12 Con Changes resistances: +6% cold Equilibrium when hit: +0.16 Mindpower: +15 (+5 eff.) Mental crit. chance: +4% Light radius: +3 See invisible: +18 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 stat: 100% Dex Damage type: Physical 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. |
![]() Voidquake (32-41 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 31.5 - 41.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 25% On weapon crit: * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +12 darkness When wielded/worn: Accuracy: +21 (+6 eff.) Armour penetration: +12 Physical crit. chance: +10.0% Physical power: +8 (+2 eff.) Changes resistances penetration: +20% mind / +9% physical Changes damage: +9% mind Sharp, short and deadly. |
![]() stormbringer's stralite dagger (29-38 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +11 lightning / +9 cold When wielded/worn: Changes resistances penetration: +8% lightning / +14% cold Movement speed: +36% Sharp, short and deadly. |
![]() stralite dagger of ruin (28-36 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Critical mult.: +10.00% Sharp, short and deadly. |
![]() arcing dwarven-steel greatmaul of evisceration (41-62 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 116 damage On weapon crit: * Wound the target dealing 281 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+2 eff.) Massive two-handed mauls. |
![]() warbringer's stralite greatmaul (54-80 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +16 (+4 eff.) Changes stats: +2 Con Changes resistances penetration: +12% physical Disarm immunity: +21% Massive two-handed mauls. |
![]() Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed assault +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
![]() dwarven-steel greatsword of erosion (34-55 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +19 nature Massive two-handed swords. |
![]() chilling stralite longsword of torment (36-50 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +22 cold Sharp, long, and deadly. |
![]() quick stralite longsword (36-50 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +3 Dex Combat speed: +10% Sharp, long, and deadly. |
![]() stralite longsword (34-48 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Sharp, long, and deadly. |
![]() stralite mace (36-50 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Blunt and deadly. |
![]() stralite mace (38-53 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Blunt and deadly. |
![]() Seeds of the Black Tree (17-19 power, 27 apr, darkness damage) Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+3 eff.) Spell crit. chance: +12% Mindpower: +12 (+4 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() gifted pulsing mindstar of life (13-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +1.20 Maximum life: +14.00 Mindpower: +17 (+6 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. |
![]() pulsing mindstar (14-15 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +8 (+3 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. |
![]() pulsing mindstar of balance (14-15 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +8 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +1.30 Mindpower: +8 (+3 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. |
![]() Gravitational Staff (30-36 power, 8 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +10% temporal / +20% physical Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+6 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 12 power out of 14/14) : Effective talent level: 3.0 Power cost: 12 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 122.91 physical (gravity) damage. Each target moved beyond the first increases the damage by 15.36 (up to a maximum of 61.45 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
![]() Muckumbra the elven-wood magestaff (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +9% Damage when hit (Melee): 10 acid Changes damage: +25% fire / +27% nature / +15% mind Talent granted: +1 Command Staff Physical save: +10 (+3 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Mindpower: +30 (+10 eff.) Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood magestaff (25-30 power, 5 apr, arcane element) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% arcane Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding dragonbone magestaff of protection (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. 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: Changes stats: +6 Con Changes resistances: +15% cold Changes damage: +30% cold Talent granted: +1 Command Staff Life regen: +1.30 Spellpower: +21 (+5 eff.) Spell crit. chance: +5% Healing mod.: +23% Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's yew magestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 26 arcane Changes damage: +20% fire Talent granted: +1 Command Staff Maximum mana: +36.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() yew magestaff of fate (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +7 (+2 eff.) Spellpower: +9 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() yew starstaff of breaching (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% temporal Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() stralite waraxe (34-48 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% One-handed war axes. |
![]() Jaw of Rogroth Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 20 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() hardened leather belt of containment Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Maximum life: +65.00 Maximum mana: +60.00 Maximum stamina: +42.00 Maximum hate: +10.00 Maximum psi: +21.00 Maximum vim: +29.00 Maximum pos.energy: +24.00 Maximum neg.energy: +26.00 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
![]() cashmere cloak of fog (8 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes resistances: +14% light / +13% fire Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient cashmere cloak of Eldoral (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Cun / +2 Dex Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() dreamer's silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes resistances: +15% mind / +16% darkness / +13% all Physical save: +14 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +25 (+6 eff.) Silence immunity: +21% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+2 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. |
![]() silk robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of blight (+19%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +19% blight / +13% all Changes damage: +19% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() timebroken cashmere robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Wil / +3 Mag Changes resistances: +11% all Changes damage: +7% arcane / +6% temporal Maximum mana: +46.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 6 blight Changes damage: +12% lightning / +15% arcane Critical mult.: +10.00% Silence immunity: +34% Confusion immunity: +33% Stun/Freeze immunity: +29% Maximum vim: +40.00 Spell crit. chance: +4% Damage Shield penetration: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() dreamer's pair of hardened leather boots (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Cun / +4 Wil Physical save: +9 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +5 (+1 eff.) A pair of boots made of leather. |
![]() pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() brawler's drakeskin leather gloves (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Str / +3 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() drakeskin leather gloves (0 def, 3 armour) 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +30 (+7 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 42% Changes stats: +2 Str / +3 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Poison immunity: +20% Disarm immunity: +26% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() heroic voratun gauntlets of magic (+4) (0 def, 7 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +4 Mag Changes damage: +7% arcane Mental save: +8 (+2 eff.) Maximum life: +66.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() restful voratun gauntlets of the juggernaut (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Physical save: +18 (+6 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +28% Life regen: +9.00 Stamina each turn: +1.50 Maximum stamina: +23.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, 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: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Un'fezan's Cap (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 13 power out of 15/15) : Effective talent level: 1.0 Power cost: 13 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 fire Changes stats: +1 Str / +2 Mag Changes resistances: +7% cold / +6% fire Allows you to breathe in: water Light radius: +3 Infravision radius: +3 A cap made of leather. |
![]() defender's hardened leather cap (6 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+1 eff.) Fatigue: +3% Changes resistances: +3% all Physical save: +9 (+3 eff.) A cap made of leather. |
![]() dragonslayer's dwarven-steel helm of the depths (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +8% acid / +7% cold / +8% fire / +7% lightning Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() hardened leather cap of precognition (7 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Defense: +7 (+1 eff.) Fatigue: +3% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun A cap made of leather. |
![]() dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() prismatic stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+0 eff.) Fatigue: +12% Changes resistances: +19% fire / +14% light / +16% darkness A suit of armour made of mail. |
![]() searing stralite mail armour of lightning resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+0 eff.) Fatigue: +12% Damage (Melee): 8 acid / 13 fire Damage when hit (Melee): 9 acid / 10 fire Changes resistances: +18% lightning / +15% fire / +16% acid A suit of armour made of mail. |
![]() radiant stralite plate armour of the dragon (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +9% acid / +11% physical / +10% darkness / +18% blight / +10% cold / +8% fire / +9% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +29% Stun/Freeze immunity: +23% Knockback immunity: +32% Light radius: +1 A suit of armour made of metal plates. |
![]() Growthrigor (0 def, 17 armour, 145.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +17 Fatigue: +8% Changes resistances: +9% lightning / +23% cold / +18% nature Changes damage: +9% acid Talent granted: +1 Block Cut immunity: +20% Life regen: +4.00 Maximum life: +60.00 Handheld deflection devices. |
![]() flaming stralite shield of resistance (0 def, 8 armour, 131 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 4 fire Changes resistances: +7% acid / +9% fire / +8% cold / +9% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() impervious stralite shield (0 def, 17 armour, 206 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +17 Fatigue: +8% Changes stats: +5 Con Talent granted: +1 Block Physical save: +6 (+2 eff.) Handheld deflection devices. |
![]() impervious stralite shield of cold resistance (+17%) (0 def, 15 armour, 211.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Fatigue: +8% Changes stats: +4 Con Changes resistances: +17% cold Talent granted: +1 Block Physical save: +13 (+4 eff.) Handheld deflection devices. |
![]() living stralite shield of crushing (0 def, 8 armour, 137 block) Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +3.0% Physical power: +9 (+2 eff.) Armour: +8 Fatigue: +8% Changes resistances: +12% nature / +16% blight Talent granted: +1 Block Maximum life: +100.00 Handheld deflection devices. |
![]() reinforced stralite shield (0 def, 13 armour, 179 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +13 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
![]() self-loading quiver of elven-wood arrows of accuracy (20/20, 44-62 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 20 Turns elapse between self-loadings: 4 Arrows are used with bows to pierce your foes to death. |
![]() 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. |
![]() 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 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Cun Changes resistances: +6% lightning Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +4.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +6 Cun Changes resistances: +9% lightning Changes resistances penetration: +20% lightning Changes damage: +30% lightning Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() woodsman's dwarven-steel pickaxe (dig speed 28 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% nature Changes damage: +7% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 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 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 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 Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Reduces incoming crit damage: 15.00% Physical save: +14 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+3 eff.) Blindness immunity: +20% Cut immunity: +20% Confusion immunity: +17% Maximum life: +60.00 Light radius: +10 See stealth: +10 See invisible: +9 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 2.4 Power cost: 34 out of 40/40. 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 normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. 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 168 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +4 Mag / +4 Wil Changes resistances: +15% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 310 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Wil Maximum mana: +20.00 It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Cleanse 1 total effects of type disease, wound, or poison. * Reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() yew totem of summon tentacle [power 220] (21 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 507 Base Damage: 249 Armor: 10 All Resist: 23 Activation puts all charms on cooldown for 21 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() overpowered elven-wood wand of conjuration [power 570] (17 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a magical bolt dealing 615 cold damage Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 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 Red Mage the Drem Arcane Blade level 33
11st Voratun 123rd year of Ascendancy at 16:48 see stats
By Red Mage the Drem Arcane Blade level 32
9th Voratun 123rd year of Ascendancy at 20:15 see stats
By Red Mage the Drem Arcane Blade level 36
1st Acquisition 123rd year of Ascendancy at 19:40 see stats
By Red Mage the Drem Arcane Blade level 35
27th Voratun 123rd year of Ascendancy at 21:09 see stats
By Red Mage the Drem Arcane Blade level 17
21st Loss 122nd year of Ascendancy at 21:52 see stats
By Red Mage the Drem Arcane Blade level 21
2nd Iron 123rd year of Ascendancy at 19:04 see stats
By Red Mage the Drem Arcane Blade level 34
23rd Voratun 123rd year of Ascendancy at 02:37 see stats
By Red Mage the Drem Arcane Blade level 25
20th Iron 123rd year of Ascendancy at 08:01 see stats
By Red Mage the Drem Arcane Blade level 19
4th Shortage 122nd year of Ascendancy at 17:01 see stats
By Red Mage the Drem Arcane Blade level 27
17th Gold 123rd year of Ascendancy at 21:40 see stats
By Red Mage the Drem Arcane Blade level 29
45th Stralite 123rd year of Ascendancy at 23:17 see stats
By Red Mage the Drem Arcane Blade level 26
18th Steel 123rd year of Ascendancy at 21:36 see stats
By Red Mage the Drem Arcane Blade level 10
8th Profit 122nd year of Ascendancy at 00:26 see stats
By Red Mage the Drem Arcane Blade level 20
5th Shortage 122nd year of Ascendancy at 08:49 see stats
By Red Mage the Drem Arcane Blade level 30
1st Voratun 123rd year of Ascendancy at 09:40 see stats
By Red Mage the Drem Arcane Blade level 26
23rd Steel 123rd year of Ascendancy at 13:23 see stats
By Red Mage the Drem Arcane Blade level 34
22nd Voratun 123rd year of Ascendancy at 23:34 see stats
By Red Mage the Drem Arcane Blade level 25
19th Iron 123rd year of Ascendancy at 16:33 see stats
By Red Mage the Drem Arcane Blade level 35
24th Voratun 123rd year of Ascendancy at 13:19 see stats
By Red Mage the Drem Arcane Blade level 10
8th Profit 122nd year of Ascendancy at 00:42 see stats
By Red Mage the Drem Arcane Blade level 26
7th Gold 123rd year of Ascendancy at 23:31 see stats
By Red Mage the Drem Arcane Blade level 11
14th Profit 122nd year of Ascendancy at 15:23 see stats
By Red Mage the Drem Arcane Blade level 28
18th Stralite 123rd year of Ascendancy at 09:28 see stats
By Red Mage the Drem Arcane Blade level 24
12nd Iron 123rd year of Ascendancy at 23:38 see stats
By Red Mage the Drem Arcane Blade level 17
21st Loss 122nd year of Ascendancy at 23:46 see stats
By Red Mage the Drem Arcane Blade level 31
8th Voratun 123rd year of Ascendancy at 07:51 see stats
Log
Overpowered greater multi-hued wyrm hits Something for 61 fire damage.
Overpowered greater multi-hued wyrm hits Red Mage for 234 fire damage.
Overpowered greater multi-hued wyrm hits Something for 57 fire damage.
Burning from Overpowered greater multi-hued wyrm hits Red Mage for 78 fire damage.
Red Mage casts Lightning.
Red Mage's spell attains critical power!
Red Mage hits Overpowered greater multi-hued wyrm for 451 lightning damage.
Red Mage casts Chain Lightning.
Red Mage's spell attains critical power!
Red Mage's spell attains critical power!
Red Mage's spell attains critical power!
Red Mage's spell attains critical power!
Red Mage hits Something for 343 lightning damage.
Red Mage hits Something for 287 lightning damage.
Red Mage hits Overpowered greater multi-hued wyrm for 460 lightning damage.
Red Mage hits Something for 487 lightning damage.
Red Mage hits Overpowered greater multi-hued wyrm for 303 lightning, 446 lightning (749 total damage).
Red Mage hits Something for 485 lightning damage.
Overpowered greater multi-hued wyrm breathes sand!
Overpowered greater multi-hued wyrm's mind surges with critical power!
Red Mage is recovering from the damage!
Red Mage shrugs off the effect 'Blinded'!
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 394 physical damage.
Overpowered greater multi-hued wyrm hits Red Mage for 489 physical damage.
Overpowered greater multi-hued wyrm hits Something for 374 physical damage.
Burning from Overpowered greater multi-hued wyrm hits Red Mage for 78 fire damage.
Thunderstorm hits Overpowered greater multi-hued wyrm for 35 lightning damage.
Overpowered greater multi-hued wyrm breathes sand!