
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 200 / 11264% |
Size | gargantuan |
Lifes / Deaths | Killed by Crowu's Inner Demon at level 56 on the 41st Dusk 122nd year of Ascendancy at 13:48 0 / 9Killed by Yvotha the snow giant at level 130 on the 30th Haze 122nd year of Ascendancy at 11:33 Killed by void horror at level 145 on the 39th Haze 122nd year of Ascendancy at 11:50 Killed by Xirialaith the cave troll at level 169 on the 9th Allure 123rd year of Ascendancy at 13:50 Killed by Mayuldanor the ghoul at level 200 on the 17th Regrowth 123rd year of Ascendancy at 19:10 Killed by Islewe the skeleton warrior at level 200 on the 18th Regrowth 123rd year of Ascendancy at 22:49 Killed by Belolle the lesser vampire at level 200 on the 16th Pyre 123rd year of Ascendancy at 10:11 Killed by Belolle the lesser vampire at level 200 on the 16th Pyre 123rd year of Ascendancy at 11:47 Killed by Betutira the dredge captain at level 200 on the 17th Pyre 123rd year of Ascendancy at 14:46 |
Primary Stats
Strength | 446 (base 100) |
Dexterity | 251 (base 50) |
Constitution | 330 (base 85) |
Magic | 180 (base 100) |
Willpower | 274 (base 60) |
Cunning | 295 (base 14) |
Resources
Mana | 2654/2769 |
Equilibrium | 25 |
Vim | 866/866 |
Life | -1176/17929 |
Psi | 0/404 |
Stamina | 1355/1355 |
Hate | 106/106 |
Healing Factor | 2.5 |
Regeneration | 1104.5886103531 |
Speed
Mental | +75.810057997555% |
Attack | 0% |
Movement | +187.85422624352% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 10 |
Lite | 51 |
Infravision | 77 |
See Stealth | 282.7921690695 |
See Invisible | 273.7921690695 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor |
Offense: Mainhand
Damage | 1748 |
Accuracy | 233 |
Crit Chance | 770% |
APR | 495 |
Speed | 0.57 |
Offense: Offhand
Damage | 1159 |
Accuracy | 233 |
Crit Chance | 770% |
APR | 497 |
Speed | 0.57 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 85 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +155% |
Blight | +165% |
Arcane | +132% |
Cold | +146% |
All | +123% |
Lightning | +129% |
Light | +183% |
Mind | +194% |
Physical | +407% |
Darkness | +189% |
Fire | +204% |
Nature | +147% |
Offense: Damage Penetration
Acid | +49% |
Blight | +70% |
Arcane | +35% |
Cold | +53% |
All | +30% |
Darkness | +78% |
Lightning | +109% |
Temporal | +35% |
Physical | +373% |
Mind | +85% |
Fire | +60% |
Nature | +51% |
Defense: Base
Armour (hardiness) | 322.65897199749 (100%) |
Defense | 123 |
Ranged Defense | 138 |
Fatigue | 0 |
Physical Save | 171 |
Spell Save | 173 |
Mental Save | 159 |
Defense: Resistances
Acid | + 87%( 87%) |
Blight | + 87%( 87%) |
Arcane | + 61%( 87%) |
Cold | + 87%( 87%) |
All | + 58%( 87%) |
Mind | + 62%( 87%) |
Lightning | + 87%( 87%) |
Light | + 61%( 87%) |
Temporal | + 73%( 87%) |
Physical | + 50%( 87%) |
Darkness | + 87%( 87%) |
Fire | + 87%( 87%) |
Nature | + 77%( 87%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 87% |
Poison Resistance | 93% |
Blind Resistance | 100% |
Silence Resistance | 36% |
Bleed Resistance | 93% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 1748 life over 5 turns. Its effects scale with your Willpower stat. |
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 1716 damage for 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 2061% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 or magical effect and reduce all damage taken by 84% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 95% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Psionic / Absorption | 1.70 |
| 20/5 |
| 20/5 |
| 20/5 |
| 17/5 |
Corruption / Bone | 1.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 20/5 |
Technique / Duelist | 1.50 |
| 9/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.70 |
| 9/5 |
| 9/5 |
| 9/5 |
| 1/5 |
Spell / Explosive admixtures | 1.70 |
| 20/5 |
| 10/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.50 |
| 20/5 |
| 9/5 |
| 20/5 |
| 20/5 |
Cursed / Rampage | 1.70 |
| 20/5 |
| 20/5 |
| 20/5 |
| 0/5 |
Technique / Bloodthirst | 1.70 |
| 17/5 |
| 17/5 |
| 17/5 |
| 18/5 |
Wild-gift / Ooze | 1.70 |
| 16/5 |
| 16/5 |
| 1/5 |
| 16/5 |
Corruption / Reaving combat | 1.50 |
| 9/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.70 |
| 17/5 |
| 17/5 |
| 17/5 |
| 17/5 |
Technique / Assassination | 1.70 |
| 2/5 |
| 1/5 |
| 1/5 |
| 17/5 |
Spell / Air | 1.50 |
| 1/5 |
| 1/5 |
| 20/5 |
| 0/5 |
Cunning / Lethality | 1.50 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.70 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 2.10 |
| 20/5 |
| 17/5 |
| 0/5 |
| 20/5 |
| 20/5 |
| 0/5 |
Wild-gift / Harmony | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.20 |
| 4/5 |
| 20/5 |
| 5/5 |
| 20/5 |
Technique / Thuggery | 1.70 |
| 20/5 |
| 3/5 |
| 20/5 |
| 20/5 |
Wild-gift / Call of the wild | 1.50 |
| 1/5 |
| 11/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.50 |
| 17/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Stone alchemy | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.70 |
| 20/5 |
| 20/5 |
| 20/5 |
| 1/5 |
Celestial / Chants | 1.70 |
| 20/5 |
| 20/5 |
| 20/5 |
| 1/5 |
Spell / Conveyance | 1.50 |
| 5/5 |
| 1/5 |
| 16/5 |
| 0/5 |
Spell / Staff combat | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Thermal Shield |
talent | Lacerating Strikes |
talent | Bone Shield |
talent | Wild Growth |
talent | Precise Strikes |
talent | Feather Wind |
talent | Kinetic Shield |
talent | Chant of Resistance |
talent | Mitosis |
talent | Total Thuggery |
beneficial effect | The thrill of combat improves the target's maximum life by 30%, life regeneration by 66.91, and stamina regeneration by 13.38. Bloodbath |
detrimental effect | The target is wasting away, taking 320.66 temporal damage per turn. Wasting |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 294. Intimidated |
detrimental effect | The target is taking 68.94 nature damage per turn from a potent earth-based poison. In 2 more turn(s), or when the poison has run its course (100% chance), the target will be turned to stone for 7 turns. Stoning Poison |
beneficial effect | The target is in a magical frenzy, improving spellpower by 5. Bloodlust |
detrimental effect | All direct healing done to the target fails, and is instead redirected to Betutira the dredge captain at 96% effectiveness. Healing Nexus Redirection |
beneficial effect | Do not try to resist it! Ogric Wrath |
detrimental effect | The target's physical resistance has been reduced by -85%. Weakened Defenses |
beneficial effect | A flow of life spins around the target, regenerating 324.24 life per turn. Regeneration |
detrimental effect | Reduces global action speed by 30%. Slow |
beneficial effect | The target's combat attack is improved by 343. Attack |
detrimental effect | The target is poisoned, taking 178.05 nature damage per turn. Damage dealt is reduced by 32%. Deadly Poison |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 0% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 70%. Strength and Willpower are increased by 23. Poisons and diseases have a 48% chance of being neutralized each turn. Cursed Form |
beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by Nerosevena the snow giant thunderer. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 82% of the way to your next Rank. You have killed: 107 Uniques 66 Bosses 54 Elite Bosses 38 Veterans 25 Heroics 27 Legends 18 Destroyers 21 Epics 14 Elders 13 Ancients 10 Immortals 2 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2565. | 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. | 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed snow giant kidney. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed green worm. * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. 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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 Power: 171% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 27% chance to inflict 15% damage reduction * 28% chance to disease * Random elemental explosion * 25% chance for lightning to arc to a second target * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 49 bleeding, 99% reduced healing * cripple the target Damage Shield penetration (this weapon only): +30% Damage (Melee): +82 lightning / +27 light / +44 blight / +30 cold Damage against: +42% Undead When wielded/worn: Accuracy: +103 (+8 eff.) Armour penetration: +159 Physical crit. chance: +83.0% Physical power: +19 (+1 eff.) Defense: +21 (+3 eff.) Changes stats: +27 Str Changes resistances: +8% arcane / +12% darkness Changes resistances penetration: +19% acid / +124% physical / +23% cold / +20% fire / +24% lightning Changes damage: +164% physical Grants telepathy: Dragon Critical mult.: +69.00% Physical save: +6 (+1 eff.) Spell save: +30 (+4 eff.) Disease immunity: +35% Disarm immunity: +70% Pinning immunity: +15% Stun/Freeze immunity: +15% Stamina when hit: +12.00 Equilibrium when hit: +0.04 Spellpower on spell critical (stacks up to 3 times): +8 Hate when firing a critical mind attack: +1.00 Maximum mana: +40.00 Massive two-handed swords. |
Quiver | ![]() 0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
On hands | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +54 (+4 eff.) Armour penetration: +30 Physical crit. chance: +35.0% Physical power: +47 (+3 eff.) Armour: +27 Damage (Melee): 15 acid / 15 mind / 17 light Changes stats: +33 Str / +35 Dex / +12 Mag / +5 Wil / +45 Cun / +19 Con Changes resistances: +10% acid / +10% mind / +35% light / +20% darkness Changes resistances penetration: +10% blight / +10% fire / +15% mind Changes damage: +11% acid / +11% mind / +11% light Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-3 turns) Critical mult.: +29.00% Physical save: +112 (+12 eff.) Spell save: +29 (+4 eff.) Mental save: +70 (+8 eff.) Disarm immunity: +200% Maximum life: +235.00 Maximum vim: +20.00 Spell crit. chance: +33% Mental crit. chance: +34% Infravision radius: +4 Damage Shield penetration: +10% When used to modify unarmed attacks: Power: 210% Range: 1.1x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +110 Armour Penetration: +25 Crit. chance: +82.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Set Up (30% chance level 5). When this weapon hits: Battle Shout (30% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Perfect Strike (30% chance level 5). When this weapon crits: Cripple (40% chance level 5). On weapon hit: * 15% chance to blind Damage (Melee): +12 fire / +51 physical / +12 mind Burst (radius 2) on crit: +13 acid / +15 mind / +99 light / +100 darkness It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +28 Physical crit. chance: +24.0% Physical power: +40 (+3 eff.) Defense: +15 (+2 eff.) Fatigue: -8% Damage when hit (Melee): 30 fire Changes stats: +8 Str / +8 Mag / +37 Wil / +27 Cun / +8 Con Changes resistances: +15% blight / +19% fire Changes resistances penetration: +30% all Changes damage: +12% mind / +9% fire Critical mult.: +74.00% Reduces incoming crit damage: 15.00% Physical save: +20 (+3 eff.) Spell save: +18 (+2 eff.) Mental save: +56 (+6 eff.) Blindness immunity: +88% Confusion immunity: +59% Life regen: +5.40 Maximum life: +68.00 Spellpower: +17 (+6 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +10% Light radius: +21 Infravision radius: +22 See stealth: +100 See invisible: +91 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 7.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 110 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Physical power: +9 (+0 eff.) Armour: +8 Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 24 physical Changes stats: +54 Str / +46 Dex / +9 Wil / +7 Cun / +24 Con Changes resistances: +8% lightning / +11% physical / -59% light / +11% temporal / +33% cold / +31% fire / +3% nature / +57% darkness Allows you to breathe in: water Critical mult.: +14.00% Physical save: +40 (+5 eff.) Spell save: +40 (+5 eff.) Mental save: +33 (+3 eff.) Life regen: +8.80 Mana when firing critical spell: +5.00 Maximum stamina: +5.00 Spell crit. chance: +1% Light radius: +2 Infravision radius: +20 Skullcracker multiplicator: +15 It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 5.1 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 59943.3 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +10 Fatigue: -13% Damage when hit (Melee): 8 mind / 8 blight Changes stats: +18 Str / +14 Dex / +6 Mag / +2 Wil / +8 Cun / +16 Con / +22 Lck Changes resistances: +22% lightning / +11% temporal / +22% fire / +9% acid / +22% cold Changes damage: +8% acid / +8% physical / +6% mind / +17% blight Stealth bonus: +22 Physical save: +36 (+4 eff.) Mental save: +38 (+4 eff.) Disease immunity: +38% Life regen: +3.40 Stamina each turn: +0.70 Maximum life: +48.00 Spellpower: +8 (+3 eff.) Movement speed: +10% Healing mod.: +21% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Tool | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +13 Physical crit. chance: +21.0% Physical power: +16 (+1 eff.) Armour: +4 Defense: +6 (+1 eff.) Fatigue: -23% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +39 Str / +8 Mag / +15 Wil / +8 Cun / +9 Con Changes resistances: +8% physical / +24% fire / +24% darkness / +15% temporal Changes resistances penetration: +20% mind Changes damage: +36% mind / +33% fire Critical mult.: +32.00% Mental save: +65 (+7 eff.) Psi when hit: +0.08 Maximum mana: +84.00 Maximum psi: +40.00 Spell crit. chance: +16% Mindpower: +2 (+0 eff.) Mental crit. chance: +22% Light radius: +3 Infravision radius: +10 Heals friendly targets nearby when you use a nature summon: +10 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +40 (+3 eff.) Armour penetration: +15 Physical power: +77 (+6 eff.) Defense: +15 (+2 eff.) Fatigue: -17% Changes stats: +17 Str / +16 Dex / +12 Mag / +7 Wil / +43 Cun / +23 Con Changes resistances: +52% acid / +32% light / +38% lightning / +43% fire / +50% cold / +36% nature / +36% darkness Changes resistances penetration: +20% blight Changes damage: +22% light / +18% darkness / +15% blight / +18% nature / +6% mind / +24% all Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Maximum encumbrance: +67 Spell save: +18 (+2 eff.) Mental save: +9 (+1 eff.) Silence immunity: +36% Stun/Freeze immunity: +44% Life regen: +3.80 Mana each turn: +0.30 Maximum stamina: +31.00 Maximum psi: +20.00 Spellpower: +73 (+22 eff.) Mindpower: +64 (+12 eff.) Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 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 168% 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 can have magical properties. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +94 (+8 eff.) Armour penetration: +51 Physical power: +72 (+6 eff.) Armour: +16 Defense: +79 (+12 eff.) Effects on melee hit: * 36% chance to disease * 16% chance to blind Damage (Melee): 34 light Effects on ranged hit: * 25% chance to blind Damage (Ranged): 34 light Changes stats: +23 Str / +7 Dex / +17 Wil / +21 Cun / +20 Con Changes resistances: +6% blight / +32% cold Changes resistances penetration: +20% mind / +15% physical Changes damage: +19% all / +16% cold Critical mult.: +10.00% Spell save: +16 (+2 eff.) Mental save: +9 (+1 eff.) Disarm immunity: +37% Pinning immunity: +38% Knockback immunity: +35% Life regen: +1.30 Maximum life: +114.00 Maximum stamina: +32.00 Maximum hate: +6.00 Spellpower: +48 (+16 eff.) Mindpower: +76 (+15 eff.) Mental crit. chance: +3% Movement speed: +52% Healing mod.: +32% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 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 168% 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 can have magical properties. |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +16 (+2 eff.) Physical power: +16 (+1 eff.) Armour: +40 Defense: +48 (+7 eff.) Fatigue: -32% Damage when hit (Melee): 8 physical Changes stats: +25 Dex / +8 Mag / +25 Wil / +21 Cun / +24 Con / +13 Lck Changes resistances: +2% physical Changes resistances cap: +17% all Changes resistances penetration: +10% darkness / +5% temporal Changes damage: +6% lightning / +19% physical / +10% blight / +15% fire / +7% acid / +7% cold Critical mult.: +22.00% Physical save: +109 (+12 eff.) Spell save: +38 (+5 eff.) Mental save: +49 (+5 eff.) Confusion immunity: +17% Life regen: +8.00 Stamina each turn: +2.00 Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +5 Only die when reaching: -80.00 life Maximum mana: +41.00 Spellpower: +16 (+5 eff.) Spell crit. chance: +5% Mindpower: +10 (+2 eff.) Movement speed: +20% Combat speed: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 211% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 71% chance to daze at end of turn * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 49 bleeding, 99% reduced healing * wounds the target for 7 turns: 49 bleeding, 99% reduced healing * cripple the target Damage Shield penetration (this weapon only): +40% Damage (Melee): +84 insidious poison / +28 darkness / +8 mind Damage against: +24% Living When wielded/worn: Accuracy: +83 (+7 eff.) Armour penetration: +62 Physical crit. chance: +101.0% Physical power: +62 (+5 eff.) Armour: +8 Defense: +37 (+6 eff.) Changes stats: +22 Str / +12 Dex / +12 Mag / +12 Wil / +17 Cun / +22 Con Changes resistances: +6% nature / +14% all Changes resistances penetration: +40% lightning / +63% physical / +21% nature Changes damage: +42% physical Critical mult.: +28.00% Physical save: +30 (+4 eff.) Mental save: +12 (+1 eff.) Blindness immunity: +40% Disease immunity: +10% Disarm immunity: +174% Stamina when hit: +3.00 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +4% Massive two-handed swords. |
Around waist | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +24.0% Physical power: +71 (+5 eff.) Fatigue: -16% Changes stats: +6 Str / +24 Dex / +24 Cun / +20 Con / +40 Lck Changes resistances: +18% acid / +10% fire / +10% cold / +10% lightning Changes resistances penetration: +10% blight Changes damage: +6% acid Reduced damage from: +88% Summoned Critical mult.: +90.00% Trap disarming bonus: +102 Stealth bonus: +59 Physical save: +30 (+4 eff.) Spell save: +43 (+5 eff.) Mental save: +30 (+3 eff.) Life regen: +3.60 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +2% Mindpower: +26 (+5 eff.) Infravision radius: +21 Healing mod.: +29% Size category: +4 A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 175% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 23% chance to daze at end of turn * 50% chance to disease On weapon crit: * wounds the target for 7 turns: 49 bleeding, 99% reduced healing * splashes the target with acid * wounds the target for 7 turns: 49 bleeding, 99% reduced healing * cripple the target Damage Shield penetration (this weapon only): +50% Damage (Melee): +14 acid / +20 darkness / +47 blight Burst (radius 1) on hit: +20 fire Burst (radius 2) on crit: +8 physical Damage against: +19% Living When wielded/worn: Accuracy: +82 (+7 eff.) Armour penetration: +23 Physical crit. chance: +73.0% Physical power: +59 (+4 eff.) Armour: +6 Defense: +28 (+4 eff.) Fatigue: -4% Changes stats: +22 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +19 Con Changes resistances penetration: +15% lightning / +60% physical Changes damage: +6% nature / +45% physical Reduces incoming crit damage: 15.00% Physical save: +40 (+5 eff.) Disease immunity: +22% Disarm immunity: +165% Stamina when hit: +4.90 Sharp, long, and deadly. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +45 Defense: +46 (+7 eff.) Fatigue: -5% Damage when hit (Melee): 16 physical Changes stats: +16 Str / +12 Dex / +35 Wil / +39 Cun / +18 Con Changes resistances: +10% acid / +6% physical / +42% darkness / +38% cold / +21% fire / +10% lightning Changes resistances penetration: +38% darkness / +5% arcane Changes damage: +6% physical / +48% darkness / +9% arcane Talent mastery: +0.40 Technique / Combat training Stealth bonus: +49 Physical save: +92 (+10 eff.) Spell save: +33 (+4 eff.) Mental save: +62 (+7 eff.) Life regen: +0.20 Stamina each turn: +1.50 Mana each turn: -0.60 Maximum life: +297.00 Mental crit. chance: +45% Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +19 (+1 eff.) Armour: +87 Defense: +27 (+4 eff.) Fatigue: +15% Effects on melee hit: * 54% chance to blind Damage when hit (Melee): 26 light / 13 physical Changes stats: +33 Str / +5 Dex / +8 Mag / +25 Wil / +15 Cun / +23 Con Changes resistances: +42% acid / +40% physical / +64% darkness / +62% blight / +32% fire / +65% cold / +70% lightning Changes damage: +3% light Grants telepathy: All Talent cooldown: Rush (-10 turns) Allows you to breathe in: water Physical save: +27 (+3 eff.) Mental save: +53 (+6 eff.) Disarm immunity: +64% Stun/Freeze immunity: +58% Knockback immunity: +62% Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +215.00 Spellpower: +23 (+8 eff.) Spell crit. chance: +7% Mindpower: +19 (+3 eff.) Mental crit. chance: +8% Light radius: +6 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of metal plates. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 instantly heal yourself for 1758 and cleanse 1 wound and 1 poison effect. 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 ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 615.06 to 1845.17 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
![]() vision rune (radius 17; dur 29; see horror) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 23) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any horror around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +21 (+2 eff.) Armour: +14 Defense: +34 (+5 eff.) Changes stats: +17 Lck Changes resistances: +23% temporal / +26% light / +9% fire / +3% mind / +25% darkness Changes resistances cap: +12% all Physical save: +51 (+6 eff.) Blindness immunity: +53% Disease immunity: +10% Pinning immunity: +41% Knockback immunity: +44% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +69 (+6 eff.) Armour: +7 Defense: +82 (+12 eff.) Fatigue: -39% Damage when hit (Melee): 16 darkness / 12 mind Changes stats: +10 Str / +29 Dex / +6 Mag / +6 Wil / +28 Cun / +52 Con / +80 Lck Changes resistances: +80% light / +100% darkness Changes resistances cap: +7% all Changes resistances penetration: +15% mind Changes damage: +8% temporal / +8% light / +14% darkness / +6% arcane / +8% physical Grants telepathy: Demon/Minor Demon/Major Physical save: +87 (+10 eff.) Spell save: +18 (+2 eff.) Mental save: +38 (+4 eff.) Blindness immunity: +204% Confusion immunity: +25% Life regen: +14.90 Stamina each turn: +4.40 Hate when firing a critical mind attack: +4.00 Maximum life: +154.00 Maximum hate: +6.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Mindpower: +22 (+4 eff.) Infravision radius: +16 Sight radius: +4 See invisible: +29 Movement speed: +30% Heals friendly targets nearby when you use a nature summon: +20 Reduce all damage from unseen attackers: 79% Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +58 (+5 eff.) Armour penetration: +26 Physical power: +52 (+4 eff.) Defense: +25 (+4 eff.) Fatigue: -8% Effects on melee hit: * 25% chance to blind Damage (Melee): 38 light Effects on ranged hit: * 24% chance to blind Damage (Ranged): 38 light Damage when hit (Melee): 16 physical Changes stats: +40 Str / +24 Dex / +14 Mag / +30 Wil / +42 Cun / +44 Con Changes resistances: +6% blight / +32% darkness / +6% light Changes damage: +16% darkness / +6% physical Reduces incoming crit damage: 10.00% Maximum encumbrance: +31 Physical save: +30 (+4 eff.) Spell save: +12 (+2 eff.) Mental save: +10 (+1 eff.) Blindness immunity: +36% Disease immunity: +25% Disarm immunity: +47% Confusion immunity: +38% Pinning immunity: +38% Knockback immunity: +34% Life regen: +1.20 Maximum life: +105.00 Maximum stamina: +26.00 Spellpower: +22 (+7 eff.) Mindpower: +22 (+4 eff.) Light radius: +5 Infravision radius: +5 See stealth: +17 See invisible: +17 Healing mod.: +22% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 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 168% 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 can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +73 (+6 eff.) Armour penetration: +40 Physical power: +51 (+4 eff.) Armour: +6 Defense: +54 (+8 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% * 32% chance to cause random gloom Damage (Melee): 30 bleed Effects on ranged hit: * 32% chance to cause random gloom Damage (Ranged): 29 bleed Damage when hit (Melee): 8 arcane Changes stats: +24 Str / +7 Dex / +9 Cun / +21 Con Changes resistances: +11% blight / +90% cold / +10% nature / +32% lightning Changes resistances penetration: +20% acid Changes damage: +16% lightning / +45% cold / +6% all Physical save: +14 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +13 (+1 eff.) Poison immunity: +19% Disease immunity: +22% Stun/Freeze immunity: +38% Life regen: +4.80 Mana each turn: +0.12 Hate when firing a critical mind attack: +6.00 Maximum life: +68.00 Maximum hate: +21.00 Spellpower: +14 (+5 eff.) Spell crit. chance: +4% Mindpower: +14 (+2 eff.) Movement speed: +19% Healing mod.: +21% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 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 168% 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 can have magical properties. |
![]() rogue's gold ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +6 Cun Mental save: +11 (+1 eff.) Confusion immunity: +32% Rings can have magical properties. |
![]() Cyruta the Flameknave (176% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 177% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 167% On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +94 insidious poison / +20 acid / +12 mind / +19 darkness Damage against: +20% Living When wielded/worn: Accuracy: +123 (+10 eff.) Armour penetration: +64 Physical crit. chance: +32.0% Physical power: +30 (+2 eff.) Damage when hit (Melee): 8 mind / 8 fire Changes stats: +19 Str / +25 Dex / +4 Cun / +14 Con Changes resistances: +10% all Changes resistances penetration: +78% physical / +16% nature / +30% temporal Changes damage: +74% physical / +6% fire Grants telepathy: Humanoid/Orc Critical mult.: +23.00% Mental save: +52 (+6 eff.) Disarm immunity: +70% Stamina when hit: +9.00 Mental crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 221% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 48% chance to cause random gloom * 40% chance to disease Damage (Melee): +77 insidious poison / +56 temporal / +27 darkness / +54 nature / +12 blight / +35 mind Burst (radius 2) on crit: +26 ice / +52 fire / +12 blight Damage against: +28% Living When wielded/worn: Accuracy: +41 (+3 eff.) Armour penetration: +59 Physical crit. chance: +20.0% Armour: +21 Fatigue: -4% Changes stats: +13 Wil / +7 Cun / +1 Con Changes resistances: +28% all Changes resistances penetration: +41% physical / +20% blight / +42% fire / +41% nature / +21% cold Critical mult.: +27.00% Mental save: +9 (+1 eff.) Maximum psi: +20.00 Mental crit. chance: +2% See invisible: +6 Global speed: +17% Massive two-handed battleaxes. |
![]() elemental dwarven-steel battleaxe (138% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +19% acid / +19% fire / +14% cold / +19% lightning Massive two-handed battleaxes. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 185% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 32% chance to inflict 15% damage reduction * 56% chance to disease * 25% chance for lightning to arc to a second target * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * cripple the target * wounds the target for 7 turns: 49 bleeding, 99% reduced healing Damage (Melee): +16 lightning / +29 light / +13 blight / +12 acid / +16 darkness Burst (radius 1) on hit: +8 arcane / +8 acid Damage against: +41% Undead / +14% Living When wielded/worn: Accuracy: +52 (+4 eff.) Armour penetration: +52 Physical crit. chance: +52.0% Physical power: +63 (+5 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid / 20 blight Changes stats: +11 Con Changes resistances: +9% arcane / +6% blight Changes resistances penetration: +5% lightning / +78% physical / +13% darkness / +13% mind / +10% arcane Disease immunity: +28% Disarm immunity: +56% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +14.0% Attack speed: 125% On weapon hit: * 54% chance to inflict 15% damage reduction * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to curse the target * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target * splashes the target with acid Damage Shield penetration (this weapon only): +50% Damage (Melee): +28 acid / +28 light / +28 lightning / +41 cold / +26 darkness Burst (radius 1) on hit: +28 fire Damage against: +28% Living / +42% Undead When wielded/worn: Accuracy: +102 (+8 eff.) Armour penetration: +84 Physical crit. chance: +56.0% Physical power: +67 (+5 eff.) Armour: +4 Defense: +42 (+6 eff.) Changes stats: +14 Str / +19 Dex / +30 Con Changes resistances penetration: +20% darkness / +126% physical Changes damage: +76% physical Critical mult.: +52.00% Disarm immunity: +280% Life regen: +0.40 Stamina when hit: +4.00 Massive two-handed battleaxes. |
![]() glacial steel dagger of the leech (105% power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 106% Range: 1.3x Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 9% * leeches stamina from the target Burst (radius 2) on crit: +12 ice When wielded/worn: Armour: +7 Damage when hit (Melee): 8 nature slow Changes resistances penetration: +8% cold Sharp, short and deadly. |
![]() truestriking steel dagger of shearing (101% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +16 Changes resistances penetration: +16% physical Changes damage: +8% physical Sharp, short and deadly. |
![]() warbringer's dwarven-steel dagger of rage (116% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Physical power: +9 (+0 eff.) Changes stats: +4 Str / +4 Con Changes resistances penetration: +9% physical Changes damage: +9% physical Disarm immunity: +20% Stamina when hit: +2.00 Sharp, short and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 199% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 40% chance to corrode armour by 30% * 55% chance to disease * 77% chance to blind * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 49 bleeding, 99% reduced healing * cripple the target Damage (Melee): +28 lightning / +28 darkness / +27 nature / +56 blight / +28 temporal / +4 light Burst (radius 2) on crit: +4 light Damage against: +27% Living When wielded/worn: Accuracy: +126 (+10 eff.) Armour penetration: +144 Physical crit. chance: +147.0% Physical power: +41 (+3 eff.) Defense: +36 (+5 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) * Slows global speed by 30% * 58% chance to blind Damage when hit (Melee): 8 temporal Changes stats: +20 Str / +9 Dex Changes resistances: +6% acid Changes resistances penetration: +15% nature / +62% physical Changes damage: +9% acid / +80% physical Critical mult.: +110.00% Disease immunity: +97% Disarm immunity: +126% Stamina when hit: +8.00 Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 218% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 49 bleeding, 99% reduced healing * wounds the target for 7 turns: 49 bleeding, 99% reduced healing * wounds the target for 7 turns: 49 bleeding, 99% reduced healing * cripple the target Damage (Melee): +84 insidious poison / +8 blight / +26 temporal / +27 nature / +12 arcane Burst (radius 1) on hit: +12 light When wielded/worn: Accuracy: +80 (+6 eff.) Armour penetration: +102 Physical crit. chance: +139.0% Physical power: +80 (+6 eff.) Defense: +40 (+6 eff.) Changes stats: +6 Str / +6 Dex / +6 Mag / +9 Wil / +6 Cun / +16 Con Changes resistances: +8% arcane Changes resistances penetration: +14% lightning / +82% physical / +20% mind / +21% darkness Changes damage: +20% physical Critical mult.: +54.00% Spell save: +6 (+1 eff.) Disarm immunity: +189% Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +16 Light radius: +1 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Massive two-handed swords. |
![]() blazebringer's iron greatsword of shearing (116% power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 116% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Armour penetration: +10 Changes resistances penetration: +10% fire / +10% physical Changes damage: +10% physical Global speed: +3% Massive two-handed swords. |
![]() steel greatsword 'Umbrapiety' (168% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 169% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 56% chance to inflict 15% damage reduction * 16% chance to disease * 25% chance for lightning to arc to a second target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 49 bleeding, 99% reduced healing Damage Shield penetration (this weapon only): +10% Damage (Melee): +16 lightning / +16 darkness / +16 blight / +42 insidious poison Burst (radius 1) on hit: +20 mind Burst (radius 2) on crit: +12 darkness Damage against: +16% Living When wielded/worn: Accuracy: +52 (+4 eff.) Armour penetration: +64 Physical crit. chance: +52.0% Physical power: +25 (+2 eff.) Changes stats: +6 Str / +12 Dex / +3 Mag / +3 Wil Changes resistances: +9% all Changes resistances penetration: +12% nature / +39% physical Changes damage: +39% physical Critical mult.: +50.00% Spell save: +12 (+2 eff.) Disease immunity: +28% Mana each turn: +0.04 Stamina when hit: +2.00 Maximum vim: +20.00 Spellpower: +4 (+1 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Massive two-handed swords. |
![]() Huremas the Deepskarma Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 250% Firing range: +8 On weapon hit: * 75% chance to inflict 15% damage reduction Travel speed: +800% Damage (Ranged): +17 nature Burst (radius 1) on hit: +2 lightning / +6 temporal / +4 darkness Burst (radius 2) on crit: +6 darkness When wielded/worn: Accuracy: +22 (+2 eff.) Physical crit. chance: +22.0% Physical power: +44 (+3 eff.) Changes stats: +18 Str / +5 Dex Changes resistances: +6% temporal / +6% darkness / +6% all Changes resistances penetration: +22% temporal / +121% physical / +10% darkness / +11% nature Changes damage: +3% lightning / +131% physical / +3% darkness / +34% temporal Talents cooldown: Pin Down (-3 turns) Arrow Stitching (-2 turns) Fragmentation Shot (-6 turns) Light radius: +5 Damage Shield penetration: +60% Longbows are used to shoot arrows at your foes. |
![]() balanced steel mace of shearing (105% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 106% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +7 Defense: +9 (+2 eff.) Changes resistances penetration: +9% physical Changes damage: +9% physical Disarm immunity: +31% Blunt and deadly. |
![]() thorny mindstar (94% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Flashpain (135% power, 9 apr, darkness element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 135% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +9 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 75% chance to daze at end of turn When wielded/worn: Accuracy: +26 (+2 eff.) Physical crit. chance: +82.0% Physical power: +23 (+1 eff.) Armour: +22 Defense: +40 (+6 eff.) Effects on melee hit: * 16% chance to disease Damage (Melee): 29 fire / 109 arcane / 11 % chance of confusion Damage when hit (Melee): 12 lightning Changes stats: +2 Str / +8 Mag / +4 Wil / +9 Cun / +9 Con Maximum wards: +6 darkness / +6 temporal / +6 light / +6 physical Changes resistances penetration: +10% physical Changes damage: +29% light / +29% physical / +29% darkness / +29% temporal Talents granted: +1 Command Staff +9 Ward Critical mult.: +123.00% Physical save: +9 (+1 eff.) Mana each turn: +1.33 Vim when firing critical spell: +12.00 Maximum mana: +521.00 Maximum vim: +66.00 Maximum neg.energy: +43.00 Spellpower: +110 (+31 eff.) Spell crit. chance: +51% Light radius: +3 See invisible: +26 Damage Shield penetration: +42% It can be used to project a bolt elemental energy from the staff (to range 9) dealing 313.60 to 376.32 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() greater ash magestaff of fate (111% power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning / +15% cold / +15% arcane / +15% fire Talent granted: +1 Command Staff Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +9 (+1 eff.) Spellpower: +11 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elm magestaff of channeling (100% power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes damage: +10% lightning Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.16 Spellpower: +17 (+6 eff.) Spell crit. chance: +1% See invisible: +8 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 26 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering ash magestaff of might (111% power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Mana each turn: +0.22 Maximum mana: +58.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() Charriver (194% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 195% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 19% chance to disease * 40% chance to cause random gloom * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 49 bleeding, 99% reduced healing * cripple the target Damage (Melee): +38 temporal / +17 darkness / +17 blight / +40 nature / +8 fire Burst (radius 2) on crit: +8 mind Damage against: +20% Living When wielded/worn: Accuracy: +43 (+4 eff.) Armour penetration: +56 Physical crit. chance: +72.0% Physical power: +43 (+3 eff.) Changes stats: +14 Dex / +14 Con Changes resistances: +3% temporal / +39% fire Changes resistances penetration: +15% temporal / +30% darkness / +10% fire / +27% mind / +50% physical Changes damage: +15% physical / +12% fire Critical mult.: +40.00% Disease immunity: +35% Disarm immunity: +66% One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 178% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 63% chance to inflict 15% damage reduction * 34% chance to daze at end of turn * Projects up to 11 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 11 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown * Projects up to 11 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 11 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +60 insidious poison / +20 darkness Burst (radius 1) on hit: +17 fire Burst (radius 2) on crit: +4 darkness Damage against: +20% Living When wielded/worn: Accuracy: +58 (+5 eff.) Armour penetration: +44 Physical crit. chance: +29.0% Defense: +15 (+2 eff.) Damage when hit (Melee): 12 darkness / 8 mind Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +20% all Changes resistances penetration: +15% lightning / +43% physical / +27% nature Changes damage: +9% darkness Critical mult.: +15.00% Mental save: +9 (+1 eff.) Disarm immunity: +50% Hate when firing a critical mind attack: +1.00 Maximum hate: +10.00 Heals friendly targets nearby when you use a nature summon: +50 One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 201% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 49 bleeding, 99% reduced healing * wounds the target for 7 turns: 49 bleeding, 99% reduced healing * cripple the target Damage (Melee): +16 blight / +18 temporal / +17 nature Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +45 (+4 eff.) Armour penetration: +53 Physical crit. chance: +116.0% Physical power: +30 (+2 eff.) Defense: +30 (+5 eff.) Damage when hit (Melee): 8 blight / 16 arcane Changes stats: +7 Dex / +5 Mag / +3 Wil Changes resistances penetration: +30% mind / +15% fire / +29% darkness / +30% physical Changes damage: +9% blight / +30% physical / +15% arcane Critical mult.: +45.00% Spell save: +10 (+2 eff.) Disarm immunity: +100% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 Global speed: +4% One-handed war axes. |
![]() Noonguile the iron waraxe (138% power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Power: 139% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 8% chance to inflict 15% damage reduction * 20% chance to cause random gloom * 8% chance to disease * 25% chance to put talents on cooldown * 25% chance for lightning to arc to a second target * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to curse the target On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +8 lightning / +8 darkness / +24 nature / +8 acid / +8 blight / +10 cold Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +28 (+2 eff.) Armour penetration: +35 Physical crit. chance: +35.0% Physical power: +7 (+0 eff.) Defense: +7 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +3 Str / +3 Dex / +3 Con Changes resistances: +6% light Changes resistances penetration: +15% nature / +21% physical Changes damage: +14% physical / +6% light / +6% darkness / +6% nature / +12% mind Critical mult.: +36.00% Disease immunity: +15% Disarm immunity: +40% Stamina when hit: +0.90 One-handed war axes. |
![]() elemental steel waraxe of paradox (108% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 108% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +10 temporal When wielded/worn: Damage when hit (Melee): 10 temporal Changes resistances: +11% temporal Changes resistances penetration: +11% acid / +11% fire / +11% cold / +11% lightning One-handed war axes. |
![]() quick steel waraxe (104% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 105% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 111% When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +4 Dex One-handed war axes. |
![]() Barelatar (73 def, 21 armour) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +44 (+4 eff.) Armour penetration: +41 Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Armour: +21 Defense: +73 (+11 eff.) Fatigue: -7% Effects on melee hit: * 51% chance to corrode armour by 30% Damage when hit (Melee): 16 arcane Changes stats: +12 Str / +24 Dex / +15 Mag / +22 Wil / +24 Cun / +11 Con Changes resistances: +10% acid / +27% temporal / +73% darkness / +10% fire / +8% lightning / +37% cold Changes resistances penetration: +29% darkness / +9% arcane Changes damage: +42% darkness / +15% arcane Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.40 Technique / Combat training Critical mult.: +53.00% Stealth bonus: +65 Physical save: +93 (+11 eff.) Spell save: +11 (+2 eff.) Mental save: +18 (+2 eff.) Stamina each turn: +1.00 Mana each turn: -0.60 Maximum life: +108.00 Maximum mana: +180.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +14% Mental crit. chance: +8% See invisible: +9 Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() elven-silk cloak 'Breezerazor' (56 def, 14 armour) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +70 (+6 eff.) Armour penetration: +36 Physical crit. chance: +5.0% Physical power: +8 (+0 eff.) Armour: +14 Defense: +56 (+8 eff.) Fatigue: -10% Changes stats: +23 Str / +20 Dex / +6 Mag / +24 Wil / +32 Cun / +22 Con Changes resistances: +2% physical / +25% light / +21% fire / +12% nature / +25% darkness Changes resistances penetration: +15% arcane / +20% darkness Changes damage: +21% arcane / +20% darkness Critical mult.: +60.00% Stealth bonus: +45 Physical save: +84 (+10 eff.) Mental save: +15 (+1 eff.) Only die when reaching: -50.00 life Maximum life: +354.00 Maximum mana: +99.00 Maximum stamina: +38.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +12% Mental crit. chance: +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +82 (+7 eff.) Armour penetration: +25 Armour: +44 Defense: +27 (+4 eff.) Fatigue: -20% Effects on melee hit: * 30% chance to disease Changes stats: +8 Str / +16 Dex / +18 Mag / +24 Wil / +34 Cun / +8 Con Changes resistances: +17% acid / +25% darkness / +72% cold / +20% lightning / +20% fire Changes resistances penetration: +16% darkness Changes damage: +25% darkness / +9% arcane Critical mult.: +25.00% Stealth bonus: +38 Physical save: +65 (+8 eff.) Spell save: +57 (+7 eff.) Mental save: +63 (+7 eff.) Vim when firing critical spell: +2.00 Only die when reaching: -50.00 life Maximum life: +272.00 Maximum stamina: +76.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +9% Mental crit. chance: +22% Damage Shield penetration: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() ancient silk robe of power (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Mag Changes resistances penetration: +13% physical / +13% temporal Changes damage: +17% temporal / +17% physical / +17% all Spellpower: +18 (+6 eff.) Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +27 (+4 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +8 Str / +3 Mag / +6 Wil / +4 Cun / +15 Con Changes resistances: +3% mind / +12% light Changes damage: +9% physical Physical save: +31 (+4 eff.) Mental save: +21 (+2 eff.) Blindness immunity: +5% Disarm immunity: +5% Knockback immunity: +15% Mana each turn: +0.46 Maximum mana: +41.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
![]() Kyharastir the voratun gauntlets (16 def, 7 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 (+3 eff.) Armour penetration: +15 Physical crit. chance: +16.0% Physical power: +27 (+2 eff.) Armour: +7 Defense: +16 (+3 eff.) Ranged Defense: +16 (+2 eff.) Fatigue: -2% Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 30 lightning / 28 acid / 58 darkness / 29 fire / 10 blight / 28 cold / 48 mind / 20 light Damage when hit (Melee): 12 acid Changes stats: +20 Str / +9 Dex / +38 Mag / +29 Wil / +34 Cun / +31 Con Changes resistances: +10% blight / +56% darkness / +10% mind / +45% light Changes resistances penetration: +15% physical Changes damage: +9% blight / +11% mind / +11% darkness / +7% light Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.60 Technique / Grappling Critical mult.: +23.00% Physical save: +90 (+10 eff.) Spell save: +30 (+4 eff.) Mental save: +33 (+3 eff.) Disarm immunity: +311% Spell crit. chance: +18% Mindpower: +9 (+1 eff.) Mental crit. chance: +19% Infravision radius: +10 When used to modify unarmed attacks: Power: 163% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +31 Armour Penetration: +25 Crit. chance: +36.0% Attack speed: 83% When this weapon hits: Disarm (30% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Juggernaut (30% chance level 3). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 15% chance to blind * 15% chance to inflict 15% damage reduction Damage Shield penetration (this weapon only): +30% Damage (Melee): +51 ice / +80 physical / +27 darkness / +81 lightning / +76 fire / +81 acid Burst (radius 1) on hit: +4 acid / +12 physical Burst (radius 2) on crit: +15 blight / +140 darkness / +15 mind / +148 light It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.5 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 133.35 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +31 (+3 eff.) Armour penetration: +17 Physical crit. chance: +4.0% Physical power: +39 (+3 eff.) Armour: +29 Armour Hardiness: +15% Damage (Melee): 15 blight Changes stats: +17 Str / +14 Dex / +6 Mag / +5 Wil / +15 Cun / +16 Con Changes resistances: +10% blight / +12% physical / +9% light / +16% darkness Changes damage: +11% blight / +6% physical / +9% acid Talent mastery: +0.20 Technique / Grappling Physical save: +36 (+4 eff.) Mental save: +28 (+3 eff.) Disarm immunity: +65% Knockback immunity: +5% Life regen: +4.00 Stamina each turn: +1.90 Maximum life: +66.00 Maximum stamina: +40.00 Infravision radius: +1 When used to modify unarmed attacks: Power: 166% Range: 1.4x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +31 Armour Penetration: +25 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Burst (radius 2) on crit: +11 blight / +50 light / +45 darkness It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.5 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 133.35 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +8.0% Physical power: +29 (+2 eff.) Armour: +26 Defense: +17 (+3 eff.) Fatigue: +5% Effects on melee hit: * 35% chance to disease * 53% chance to corrode armour by 30% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 9 physical Changes stats: +50 Str / +24 Dex / +27 Wil / +15 Cun / +29 Con / +17 Lck Changes resistances: +30% lightning / -40% light / +29% fire / +6% all / +29% acid / +15% physical / +53% blight / +24% cold / +45% mind / +23% darkness Changes damage: +6% acid / +15% blight / +9% lightning Physical save: +78 (+9 eff.) Mental save: +118 (+13 eff.) Confusion immunity: +100% Life regen: +8.00 Spell crit. chance: +7% Mental crit. chance: +8% Infravision radius: +15 Skullcracker multiplicator: +6 It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 5.1 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 59943.3 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+1 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() starseer's linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes damage: +4% physical / +6% temporal / +5% light / +6% darkness A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 18 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +26.0% Physical power: +49 (+4 eff.) Armour: +33 Defense: +85 (+12 eff.) Ranged Defense: +36 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 8 lightning Changes stats: +21 Str / +33 Dex / +17 Mag / +20 Wil / +25 Cun / +4 Con Changes resistances: +27% lightning / +34% light / +27% fire / +106% cold / +32% darkness Changes damage: +6% acid Critical mult.: +51.00% Physical save: +17 (+2 eff.) Mental save: +60 (+6 eff.) Spellpower: +20 (+7 eff.) Spell crit. chance: +9% Mindpower: +21 (+4 eff.) Mental crit. chance: +8% Light radius: +1 Infravision radius: +4 Movement speed: +60% Combat speed: +30% Casting speed: +30% Mental speed: +30% A suit of armour made of leather. |
![]() marauder's rough leather armour (4 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Str / +5 Dex Physical save: +8 (+1 eff.) A suit of armour made of leather. |
![]() spiked cured leather armour of the hero (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 14 physical Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun Maximum life: +46.00 A suit of armour made of leather. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Physical power: +22 (+1 eff.) Armour: +22 Defense: +18 (+3 eff.) Fatigue: +39% Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn * 43% chance to blind Damage when hit (Melee): 12 lightning Changes stats: +23 Str / +9 Mag / +25 Wil / +21 Cun / +14 Con Changes resistances: +13% acid / +25% physical / -12% light / +31% darkness / +67% cold / +53% fire / +9% mind / +30% lightning Changes damage: +6% lightning / +9% physical Talent cooldown: Rush (-5 turns) Physical save: +39 (+5 eff.) Spell save: +9 (+1 eff.) Mental save: +95 (+10 eff.) Disarm immunity: +36% Stun/Freeze immunity: +36% Knockback immunity: +36% Only die when reaching: -60.00 life Spellpower: +22 (+7 eff.) Spell crit. chance: +8% Mindpower: +14 (+2 eff.) Mental crit. chance: +9% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 71 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() hateful quiver of elven-wood arrows (23/23, 154% power, 14 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 23 Damage (Ranged): +32 darkness Damage against: +26% Living Arrows are used with bows to pierce your foes to death. |
![]() plaguebringer's quiver of ash arrows of accuracy (19/19, 117% power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 117% Range: 1.4x Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 15% chance to disease Damage (Ranged): +17 blight Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +30 Armour: +20 Defense: +31 (+5 eff.) Fatigue: -20% Changes stats: +25 Str / +2 Wil / +6 Cun Changes resistances: +29% fire / +40% physical / +56% darkness / +15% nature Changes resistances penetration: +10% arcane / +25% physical / +20% mind / +20% temporal Changes damage: +21% mind / +15% fire / +10% nature / +3% temporal Damage affinity(heal): +30% darkness Grants telepathy: Humanoid/Orc Spell save: +15 (+2 eff.) Mental save: +23 (+2 eff.) Maximum life: +72.00 Maximum mana: +40.00 Maximum stamina: +55.00 Maximum psi: +50.00 Maximum vim: +30.00 Spellpower: +4 (+1 eff.) Mindpower: +4 (+0 eff.) Infravision radius: +27 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +22 Physical crit. chance: +2.0% Physical power: +12 (+1 eff.) Defense: +17 (+3 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 22 fire Changes stats: +3 Str / +4 Dex / +11 Mag / +30 Cun Changes resistances: +12% acid / +16% temporal / +10% light / +22% darkness / +16% cold / +6% mind / +8% fire Changes resistances penetration: +22% all / +5% physical Changes damage: +3% acid / +12% mind / +11% darkness / +21% light Damage affinity(heal): +5% darkness / +10% light Critical mult.: +9.00% Physical save: +16 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +27 (+3 eff.) Blindness immunity: +73% Confusion immunity: +38% Stamina each turn: +0.80 Maximum life: +30.00 Spellpower: +25 (+8 eff.) Light radius: -1 Infravision radius: +32 See stealth: +51 See invisible: +48 Defense after a teleport: +30 Resist all after a teleport: +32% New effects duration reduction after a teleport: +44% It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 71 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 4.5 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 24 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire 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% When used as an alchemist bomb: Additional 40 fire damage 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, costing 172 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 49% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal / 8 darkness / 4 arcane Changes resistances: +6% temporal / +15% darkness / +8% arcane Maximum wards: +9 lightning / +10 temporal / +10 blight / +8 fire / +9 cold Changes resistances penetration: +10% arcane / +25% temporal Changes damage: +6% arcane Talents cooldown: Strike (-5 turns) Volcano (-8 turns) Talents granted: +20 Volcano +15 Void Blast +25 Strike +2 Ward Maximum vim: +20.00 It can be used to fire a bolt of a random element with (base) damage 246 to 493, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 10 negative energy. 100% chance to regenerate 10 positive energy. 100% chance to regenerate 16 mana. 100% chance to regenerate 16 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% fire / +3% darkness / +3% nature Maximum wards: +9 lightning / +10 temporal / +10 blight / +9 fire / +10 cold Changes resistances penetration: +5% nature Changes damage: +9% darkness / +3% mind Talents cooldown: Strike (-4 turns) Volcano (-8 turns) Talents granted: +10 Volcano +20 Strike +10 Void Blast +2 Ward Critical mult.: +20.00% Mental save: +20 (+2 eff.) Psi when hit: +0.08 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% It can be used to fire a bolt of a random element with (base) damage 262 to 523, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 10 positive energy. 100% chance to regenerate 10 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Effects on melee hit: * Slows global speed by 45% Changes resistances: +6% mind / +6% temporal Maximum wards: +5 lightning / +4 temporal / +4 blight / +5 fire / +5 cold Grants telepathy: Dragon Demon/Major Demon/Minor Talents cooldown: Strike (-9 turns) Volcano (-4 turns) Talents granted: +1 Ward +10 Void Blast +45 Strike +10 Volcano Critical mult.: +9.00% Blindness immunity: +20% Disease immunity: +15% Only die when reaching: -100.00 life Maximum stamina: +5.00 Maximum vim: +20.00 It can be used to creates a wall of flames lasting 4 turns (dealing 740 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 negative energy. 100% chance to regenerate 10 negative energy. 100% chance to regenerate 10 positive energy. 100% chance to regenerate 17 mana. 100% chance to regenerate 10 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() shadowy yew wand of conjuration [power 271] (13/9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 136 to 271, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 5 negative energy. 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 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 When used as an alchemist bomb: Bomb damage +25% 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 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Crowu the Ogre Adventurer level 63
42nd Dusk 122nd year of Ascendancy at 20:40 see stats
By Crowu the Ogre Adventurer level 200
73rd Regrowth 123rd year of Ascendancy at 08:04 see stats
By Crowu the Ogre Adventurer level 20
21st Dusk 122nd year of Ascendancy at 04:52 see stats
By Crowu the Ogre Adventurer level 140
31st Haze 122nd year of Ascendancy at 09:08 see stats
By Crowu the Ogre Adventurer level 80
49th Dusk 122nd year of Ascendancy at 07:47 see stats
By Crowu the Ogre Adventurer level 74
48th Dusk 122nd year of Ascendancy at 12:06 see stats
By Crowu the Ogre Adventurer level 19
10th Flare 122nd year of Ascendancy at 14:08 see stats
By Crowu the Ogre Adventurer level 174
10th Allure 123rd year of Ascendancy at 04:35 see stats
By Crowu the Ogre Adventurer level 63
42nd Dusk 122nd year of Ascendancy at 21:14 see stats
By Crowu the Ogre Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Crowu the Ogre Adventurer level 20
10th Flare 122nd year of Ascendancy at 18:33 see stats
By Crowu the Ogre Adventurer level 30
37th Dusk 122nd year of Ascendancy at 09:29 see stats
By Crowu the Ogre Adventurer level 40
38th Dusk 122nd year of Ascendancy at 08:06 see stats
By Crowu the Ogre Adventurer level 50
39th Dusk 122nd year of Ascendancy at 10:07 see stats
By Crowu the Ogre Adventurer level 59
42nd Dusk 122nd year of Ascendancy at 02:08 see stats
By Crowu the Ogre Adventurer level 109
61st Dusk 122nd year of Ascendancy at 17:08 see stats
By Crowu the Ogre Adventurer level 107
54th Dusk 122nd year of Ascendancy at 18:29 see stats
By Crowu the Ogre Adventurer level 48
39th Dusk 122nd year of Ascendancy at 04:58 see stats
By Crowu the Ogre Adventurer level 21
36th Dusk 122nd year of Ascendancy at 10:19 see stats
By Crowu the Ogre Adventurer level 63
42nd Dusk 122nd year of Ascendancy at 20:40 see stats
By Crowu the Ogre Adventurer level 179
11st Regrowth 123rd year of Ascendancy at 10:14 see stats
By Crowu the Ogre Adventurer level 56
41st Dusk 122nd year of Ascendancy at 17:33 see stats
By Crowu the Ogre Adventurer level 15
2nd Mirth 122nd year of Ascendancy at 08:43 see stats
By Crowu the Ogre Adventurer level 113
79th Dusk 122nd year of Ascendancy at 07:20 see stats
By Crowu the Ogre Adventurer level 82
49th Dusk 122nd year of Ascendancy at 21:01 see stats
By Crowu the Ogre Adventurer level 20
10th Flare 122nd year of Ascendancy at 22:26 see stats
By Crowu the Ogre Adventurer level 200
16th Pyre 123rd year of Ascendancy at 11:47 see stats
Log
Crowu shares damage with his oozes!
Betutira the dredge captain hits Bloated ooze for 6287 physical damage.
Betutira the dredge captain hits Crowu for (265 to psi shield), 826 physical (826 total damage).
Betutira the dredge captain hits Bloated ooze for 6287 physical damage.
Betutira the dredge captain prepares for the next kill!.
Betutira the dredge captain killed Bloated ooze!
Betutira the dredge captain killed Bloated ooze!
Betutira the dredge captain slows down.
Betutira the dredge captain performs a melee critical strike against Crowu!
Crowu shrugs off the critical damage!
Betutira the dredge captain resists the mind attack!
Greater Weapon Focus from Betutira the dredge captain performs a melee critical strike against Crowu!
Crowu shrugs off the critical damage!
Betutira the dredge captain resists the mind attack!
Betutira the dredge captain performs a melee critical strike against Crowu!
Crowu shrugs off the critical damage!
Betutira the dredge captain resists the mind attack!
Crowu resists the terror!
Greater Weapon Focus from Betutira the dredge captain performs a melee critical strike against Crowu!
Crowu shrugs off the critical damage!
Betutira the dredge captain resists the mind attack!
Crowu resists the terror!
Crowu shares damage with his oozes!
Crowu hits Betutira the dredge captain for 4 temporal, 112 light, 37 fire, 211 physical, 10 blight, 7 mind, 4 temporal, 112 light, 37 fire, 211 physical, 10 blight, 7 mind, 4 temporal, 112 light, 37 fire, 211 physical, 10 blight, 7 mind, 4 temporal, 112 light, 37 fire, 211 physical, 10 blight, 7 mind (1525 total damage).
Greater Weapon Focus from Betutira the dredge captain hits Crowu for (265 to psi shield), 177 physical, (5 to psi shield), 0 light, (265 to psi shield), 172 physical (349 total damage).
Betutira the dredge captain hits Crowu for (265 to psi shield), 222 physical, (5 to psi shield), 0 light, (265 to psi shield), 247 physical (470 total damage).
Betutira the dredge captain breathes acid!
Your hatred grows even as your life fades! (+4 hate)
Poison bursts out of Crowu's corpse!
Saving game...