












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 22 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant thunderer at level 21 on the 73rd Dusk 122nd year of Ascendancy at 06:12 0 / 7Killed by snow giant thunderer at level 21 on the 73rd Dusk 122nd year of Ascendancy at 06:49 Killed by snow giant boulder thrower at level 21 on the 75th Dusk 122nd year of Ascendancy at 03:41 Killed by snow giant boulder thrower at level 21 on the 75th Dusk 122nd year of Ascendancy at 04:18 Killed by snow giant boulder thrower at level 21 on the 75th Dusk 122nd year of Ascendancy at 04:35 Killed by Urkis, the High Tempest at level 22 on the 1st Haze 122nd year of Ascendancy at 22:57 Killed by Urkis, the High Tempest at level 22 on the 1st Haze 122nd year of Ascendancy at 23:16 |
Primary Stats
| Strength | 64 (base 51) |
| Dexterity | 23 (base 12) |
| Constitution | 48 (base 45) |
| Magic | 10 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 26 (base 10) |
Resources
| Life | 1/842 |
| Stamina | 160/190 |
| Healing Factor | 1.2678383355188 |
| Regeneration | 0.31695958387974 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 63 |
| Crit Chance | 36% |
| APR | 36 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Fire | +5% |
| Mind | +9% |
Defense: Base
| Armour (hardiness) | 76.723073231957 (96.438666929426%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 21 |
| Physical Save | 49 |
| Spell Save | 32 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 26%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 13%( 70%) |
| Physical | + 11%( 70%) |
| Mind | + 15%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Confusion Resistance | 20% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 209 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 77 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
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 |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of wight ectoplasm. | 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 |
Equipment
| On feet | Glara the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +2 Str / +1 Wil Changes resistances: +3% light / +3% fire Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Vorivena the Winterbraid (17/17, 16-22 power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 16.0 - 22.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 On weapon hit: * 20 arcane resource burn Damage (Ranged): +14 lightning / +20 cold / +4 light Damage (radius 2) on crit: +9 lightning Arrows are used with bows to pierce your foes to death. |
| Light source | scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes stats: +3 Wil Changes resistances: +5% fire Changes damage: +6% mind Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Xanathra the dwarven-steel helm (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +1.0% Armour: +10 Fatigue: +4% Changes stats: +2 Str / +8 Dex Changes resistances: +1% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 18/24) : Effective talent level: 3.0 Power cost: 8 out of 18/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 31.82 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Toruhir [power 182] (14/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +6 Defense: +30 (+10 eff.) Changes stats: +2 Str It can be used to sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | EmulaithInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +3% blight / +6% mind Physical save: +15 (+5 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings make your fingers look great! |
| On fingers | OlirandCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +12% darkness Changes damage: +3% mind Spell save: +12 (+6 eff.) Light radius: +2 Rings make your fingers look great! |
| Around neck | grounding steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +14% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
| In main hand | Voryrin the voratun longsword (42-59 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +28 Physical crit. chance: +25.0% Defense: +10 (+4 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Con Critical mult.: +42.00% Sharp, long, and deadly. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | dwarven-steel shield 'Aeretira' (15 def, 10 armour, 30-36 power, 120 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +120 When wielded/worn: Armour: +10 Defense: +15 (+5 eff.) Fatigue: +8% Changes resistances: +12% nature Talent granted: +1 Block Physical save: +3 (+1 eff.) Disarm immunity: +10% Maximum life: +60.00 Handheld deflection devices. |
| Cloak | cashmere cloak 'Erelafang' (27 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +27 (+9 eff.) Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +3% acid Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cyrykira the Jetraven (7 def, 16 armour)Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +7 (+3 eff.) Fatigue: +22% Damage when hit (Melee): 8 acid Changes stats: +3 Cun Changes resistances: +6% acid / +18% cold / +5% arcane Changes damage: +6% darkness Spell save: +12 (+6 eff.) Mental save: +10 (+5 eff.) A suit of armour made of metal plates. |
Inventory
copper amulet 'Airwinter'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes resistances: +3% acid / +5% physical / +3% light / +3% lightning Stamina each turn: +0.30 Amulets make your neck look great! |
steel ring 'Tideschism'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature / +15% cold Changes resistances penetration: +20% cold Changes damage: +6% acid / +11% nature / +6% darkness Rings make your fingers look great! |
Betelrawen the dwarven-steel battleaxe (31-46 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +12 Damage when hit (Melee): 2 acid Changes resistances: +18% light / +6% darkness Changes resistances penetration: +9% all Massive two-handed battleaxes. |
Fogblow the steel battleaxe (24-36 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +10% Living When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +1 Con Changes damage: +3% darkness / +9% physical Mental save: +6 (+3 eff.) Stamina each turn: +2.00 Massive two-handed battleaxes. |
dwarven-steel dagger 'Chamodunarig' (18-23 power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 8% chance to slow global speed by 41% When wielded/worn: Armour: +2 Changes stats: +1 Dex / +6 Wil Changes resistances: +5% arcane / +3% cold Teleport immunity: +20% Sharp, short and deadly. |
Frozenkiller (25-38 power, 2 apr)Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.0 - 37.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 nature / +4 cold When wielded/worn: Changes resistances: +3% temporal / +6% light / +1% physical Mental save: +3 (+2 eff.) Blindness immunity: +20% Massive two-handed mauls. |
FlamestreakerRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +11 acid When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +10% fire Changes damage: +14% acid Mana each turn: +0.08 Spellpower: +15 (+12 eff.) Longbows are used to shoot arrows at your foes. |
TorchidolRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% mind / +6% acid Teleport immunity: +10% Longbows are used to shoot arrows at your foes. |
UrthetoranRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 When this weapon hits: Shoot (10% chance level 1). Damage (radius 1) on hit: +16 arcane Damage (radius 2) on crit: +8 blight / +12 temporal When wielded/worn: Effects on ranged hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Damage when hit (Melee): 2 temporal Longbows are used to shoot arrows at your foes. |
Noonrock the steel longsword (16-22 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) Damage (radius 2) on crit: +4 light / +8 fire When wielded/worn: Changes resistances: +12% light / +6% fire Changes resistances penetration: +5% arcane / +14% fire Changes damage: +8% fire Sharp, long, and deadly. |
Winterzephyr (24-34 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 23% chance to reduce all saves and defense by 15 Damage (Melee): +5 mind Damage (radius 2) on crit: +8 fire When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +7 Cun / +7 Wil Changes resistances: +12% cold Sharp, long, and deadly. |
Xykira the Loamspike (12-16 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +12 lightning / +9 cold When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +9% fire Changes resistances penetration: +8% lightning / +7% cold / +20% nature Changes damage: +9% nature Movement speed: +22% Sharp, long, and deadly. |
Frozenvile (2-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +4 fire When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +3% light / +9% cold Changes resistances penetration: +5% light Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +1% 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. |
Serpent's Glare (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 222.39 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar 'Elara' (2-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Changes stats: +2 Dex / +2 Mag / +3 Cun Changes resistances: +3% lightning Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +13 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. |
Emeliwyn the yew starstaff (20-24 power, 4 apr, physical element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% temporal / +6% fire Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Mental save: +3 (+2 eff.) Maximum life: +40.00 Spellpower: +9 (+9 eff.) Spell crit. chance: +11% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+7 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 58.26 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (117). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Radiancesmash (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +7 (+3 eff.) Changes resistances: +6% light Maximum wards: +2 fire Changes resistances penetration: +10% darkness Changes damage: +20% fire / +9% darkness / +9% light Talents granted: +3 Ward +1 Command Staff Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Zeryldil the ash magestaff (15-18 power, 3 apr, arcane element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Changes resistances: +5% arcane / +3% cold Changes resistances penetration: +10% mind Changes damage: +15% arcane Talent granted: +1 Command Staff Critical mult.: +10.00% Equilibrium when hit: +0.08 Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Mindpower: +20 (+10 eff.) Mental crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 48.45 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Arthirerim' (10-12 power, 2 apr, cold element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes resistances: +18% lightning / +9% cold Changes damage: +6% mind / +10% cold Talent granted: +1 Command Staff Critical mult.: +10.00% Spell save: +3 (+2 eff.) Spellpower: +3 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Tidemarrow (22-30 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +8 cold When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +9.0% Armour: +8 Defense: +10 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 cold Changes resistances penetration: +10% physical One-handed war axes. |
iron waraxe 'Bethelle' (11-15 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 15 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Damage when hit (Melee): 10 blight Changes stats: +2 Mag / +2 Wil Spellpower: +6 (+6 eff.) One-handed war axes. |
BilesawCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Changes resistances: +6% light Changes resistances penetration: +10% nature Changes damage: +3% nature / +3% darkness Stealth bonus: +6 Light radius: +1 A belt that goes around your waist. |
Delyroddakan the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +6% temporal Reduces incoming crit damage: 15.00% Maximum encumbrance: +22 Mental save: +9 (+5 eff.) Disarm immunity: +10% Spellpower: +5 (+5 eff.) A belt that goes around your waist. |
Yarehell the GrowthshearInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 darkness Changes resistances: +6% lightning / +5% temporal / +6% nature / +3% darkness Changes damage: +3% acid / +3% nature A belt that goes around your waist. |
rough leather belt 'Arybeth'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Critical mult.: +20.00% Mental save: +9 (+5 eff.) Mindpower: +20 (+10 eff.) Mental crit. chance: +2% A belt that goes around your waist. |
Brodirain (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 mind Changes stats: +3 Cun / +2 Dex Psi when hit: +0.04 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Helllord (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 15% Changes stats: +2 Wil Changes resistances: +6% light / +3% lightning Mental save: +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Satyrstone the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 41% * 10% chance to reduce armor by 15% Changes resistances: +6% darkness Changes resistances penetration: +5% acid Changes damage: +3% nature Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Darkquick' (1 def, 10 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +10 Defense: +1 (+1 eff.) Changes stats: +2 Wil Changes resistances: +3% nature Changes resistances penetration: +10% darkness Mental save: +6 (+3 eff.) Life regen: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulanarirain the woollen robe (0 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +9% all Changes damage: +9% acid / +9% physical Spell save: +18 (+9 eff.) Spellpower: +3 (+3 eff.) Spell crit. chance: +3% Mindpower: +10 (+5 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Delivor the Pyreraptor (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to slow global speed by 41% * 20% chance to reduce armor by 15% Changes resistances: +9% blight / +6% nature Changes resistances penetration: +10% fire Life regen: +3.00 Stamina each turn: +0.80 Maximum stamina: +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kilnscar the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Changes stats: +2 Str / +1 Dex / +4 Wil Changes resistances: +3% fire Changes damage: +6% mind Reduces incoming crit damage: 10.00% Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Blindserpent (0 def, 3 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% blight / +6% temporal / +16% nature / +9% light Changes resistances penetration: +10% darkness Spell save: +3 (+2 eff.) A cap made of leather. |
Glarewhisper (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Dex Changes resistances: +11% light / +14% darkness Changes damage: +18% light Only die when reaching: -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lisuth (10 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+4 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 41% Changes resistances: +9% blight / +3% mind / +11% light / +10% darkness Physical save: +3 (+1 eff.) Spell save: +9 (+5 eff.) Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polanor the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% temporal Changes damage: +6% temporal Physical save: +10 (+3 eff.) Light radius: +3 A cap made of leather. |
Ragulerath (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +3% blight / +6% mind / +5% arcane Changes damage: +3% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanoriavea (0 def, 3 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +2 Wil Changes resistances: +8% blight / +10% nature / +9% mind Critical mult.: +5.00% Mental crit. chance: +4% A cap made of leather. |
dwarven-steel mail armour 'Cracklefist' (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +3% lightning / +6% cold / +6% darkness / +9% blight Life regen: +2.50 Stamina each turn: +1.00 Mental crit. chance: +3% A suit of armour made of mail. |
Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
rough leather armour 'Cyrildavena' (8 def, 6 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Defense: +8 (+3 eff.) Fatigue: +6% Changes stats: +1 Cun / +1 Wil Changes resistances: +16% fire A suit of armour made of leather. |
Turothel the Swampgrind (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Damage when hit (Melee): 10 acid Changes stats: +2 Str / +2 Wil / +1 Cun Changes resistances: +17% lightning Changes damage: +12% nature Light radius: +2 A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Isluba the Arcoath (0 def, 21 armour, 28-33 power, 78.5 block)Requires: - Shield usage training - Strength 24 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.5 - 33.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +3.5% Block value: +78 Damage (Melee): +12 lightning Damage (radius 1) on hit: +8 darkness When wielded/worn: Armour: +21 Fatigue: +8% Changes resistances: +13% mind Talent granted: +1 Block Handheld deflection devices. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 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 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 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 20% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Shimmermaster (19/19, 34-41 power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 78 physical damage Damage (Ranged): +16 lightning / +8 fire / +8 mind / +20 physical Damage (radius 2) on crit: +20 lightning Shots are used with slings to pummel your foes to death. |
Yvorekira the Shockstreak [power 29] (14/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +21% lightning Changes resistances penetration: +15% acid Changes damage: +6% lightning Light radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 29 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of shielding 'Shadowzephyr' [power 116] (14/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +3% physical Changes resistances penetration: +5% darkness Reduces incoming crit damage: 5.00% Cut immunity: +10% It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding 'Chalehell' [power 266] (14/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +10 (+3 eff.) Changes resistances: +2% physical Changes damage: +6% physical Only die when reaching: -60.00 life It can be used to create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator
Killed 1000 creatures.By Nds the Cornac Bulwark level 18
58th Dusk 122nd year of Ascendancy at 05:28 see stats
Level 10
Got a character to level 10.By Nds the Cornac Bulwark level 10
2nd Dusk 122nd year of Ascendancy at 15:42 see stats
Level 20
Got a character to level 20.By Nds the Cornac Bulwark level 20
61st Dusk 122nd year of Ascendancy at 05:13 see stats
Size matters
Did over 600 damage in one attack.By Nds the Cornac Bulwark level 21
74th Dusk 122nd year of Ascendancy at 01:40 see stats
That was close
Killed your target while having only 1 life left.By Nds the Cornac Bulwark level 21
75th Dusk 122nd year of Ascendancy at 03:38 see stats
The secret city
Discovered the truth about mages.By Nds the Cornac Bulwark level 9
6th Mirth 122nd year of Ascendancy at 20:28 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Nds the Cornac Bulwark level 17
56th Dusk 122nd year of Ascendancy at 21:50 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Nds the Cornac Bulwark level 20
62nd Dusk 122nd year of Ascendancy at 10:24 see stats
Unstoppable
Returned from the dead.By Nds the Cornac Bulwark level 22
1st Haze 122nd year of Ascendancy at 22:57 see stats
Log
Urkis, the High Tempest casts Lightning.
Nds slows down.
Talent Shield Wall is ready to use.
Talent Shield Slam is ready to use.
Talent Block is ready to use.
Thunderstorm hits Nds for 27 lightning damage.
Urkis, the High Tempest hits Nds for 299 lightning damage.
Hurricane from Urkis, the High Tempest hits Nds for 95 lightning damage.
Nds shrugs off Urkis, the High Tempest's 'Dazed'!
Urkis, the High Tempest casts Shock.
Talent Repulsion is ready to use.
Nds hits Urkis, the High Tempest for 21 fire damage.
Hurricane from Urkis, the High Tempest hits Nds for 91 lightning damage.
Thunderstorm hits Nds for 45 lightning damage.
Nds is dazed!
Urkis, the High Tempest's Shock hits Nds for 187 lightning damage.
Nds activates his Toruhir!
Urkis, the High Tempest is poisoned!
Urkis, the High Tempest casts Ice Shards.
Nds is not dazed anymore.
Talent Infusion: Healing is ready to use.
Talent Vitality is ready to use.
Nds hits Urkis, the High Tempest for 9 nature damage.
Insidious Poison from Nds hits Urkis, the High Tempest for 9 nature damage.
Hurricane from Urkis, the High Tempest hits Nds for 73 lightning damage.
Thunderstorm hits Nds for 44 lightning damage.
Urkis, the High Tempest's Ice Shards hits Nds for 116 cold damage.
Nds the level 22 cornac bulwark was iced to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.












































































































