











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. |
Campaign | Infinite |
Mode | Insane Roguelike |
Sex | Female |
Race | Ogre |
Class | Possessor |
Level / Exp | 112 / 67% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 292.7867 (base 100) |
Dexterity | 155.6114 (base 12) |
Constitution | 73 (base 25) |
Magic | 277.0799 (base 100) |
Willpower | 140 (base 96) |
Cunning | 250.2431 (base 39) |
Resources
Equilibrium | 0 |
Vim | 524/524 |
Life | 21817/22059 |
Steam | 180/180 |
Stamina | 773/773 |
Psi | 938/938 |
Healing Factor | 2.288888888889 |
Regeneration | 47.036666666671 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +160.04834254144% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 15 |
See Stealth | 157.66390085154 |
See Invisible | 157.66390085154 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
Damage | 1034 |
Accuracy | 107 |
Crit Chance | 237% |
APR | 67 |
Speed | 1.00 |
Offense: Offhand
Damage | 308 |
Accuracy | 104 |
Crit Chance | 239% |
APR | 103 |
Speed | 1.00 |
Offense: Spell
Spellpower | 90 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 111 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Blight | +13% |
Arcane | +34% |
Cold | +32% |
All | +10% |
Mind | +30% |
Lightning | +17% |
Light | +26% |
Temporal | +30% |
Physical | +37% |
Darkness | +30% |
Fire | +18% |
Nature | +19% |
Offense: Damage Penetration
Physical | +115% |
Lightning | +24% |
Cold | +11% |
Temporal | +34% |
Blight | +21% |
Arcane | +35% |
Mind | +91% |
All | +11% |
Defense: Base
Armour (hardiness) | 67.85894050493 (81.694915254237%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 22 |
Physical Save | 127.79 |
Spell Save | 103.15 |
Mental Save | 107 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 71%( 70%) |
Mind | + 70%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 93% |
Stoning Resistance | 0% |
Confusion Resistance | 100% |
Fear Resistance | 87% |
Poison Resistance | 0% |
Silence Resistance | 36% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 44% |
Inscriptions (6/6)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 1626 damage for 8 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 1453 damage for 7 turns. Its effects scale with your Strength 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 1825% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 50% for 5 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: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 57 for 9 turns. While Heroism is active, you will only die when reaching -2077 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 1689% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Psionic / Possession | 1.50 |
| 8/5 |
| 8/5 |
| 11/5 |
| 8/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 11/5 |
| 0/5 |
Psionic / Deep horror | 1.30 |
| 1/5 |
| 1/5 |
| 8/5 |
| 1/5 |
Psionic / Battle psionics | 1.30 |
| 7/5 |
| 1/5 |
| 1/5 |
| 8/5 |
Psionic / Body snatcher | 1.50 |
| 5/5 |
| 1/5 |
| 9/5 |
| 4/5 |
Psionic / Psychic blows | 1.30 |
| 1/5 |
| 8/5 |
| 6/5 |
| 6/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 18/5 |
| 23/5 |
| 2/5 |
| 2/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 17/5 |
| 4/5 |
| 0/5 |
| 22/5 |
| 26/5 |
| 16/5 |
Psionic / Mentalism | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 7/5 |
| 5/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Force Shield |
talent | Channel Pain |
talent | Yarrrr!! |
talent | Psionic Disruption |
talent | Horrifying Blows |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+60% global speed). Clarity |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | Infinite Dungeon Challenge: Dream Hunter (Level 161) Challenge |
beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
Wake up and kill the dreaming horror boss 'Betikira the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 104)You completed the challenge and received: Random Artifact: Wretchblack (0 def, 11 armour) | done |
Wake up and kill the dreaming horror boss 'Elulena the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 123)You completed the challenge and received: +3 Stat Points | done |
Wake up and kill the dreaming horror boss 'Sileldawyn the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 161) | active |
Wake up and kill the dreaming horror boss 'Bethubeth the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 82)You completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Nerivena the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 84)You completed the challenge and received: +3 Stat Points | done |
Wake up and kill the dreaming horror boss 'Ce'Nira the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 96)You completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Yvyridassra the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 98)You completed the challenge and received: Random Artifact: Morningglamour (47-70.5 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 10)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 100)You completed the challenge and received: Random Artifact: Xerithra (20-24 power, 4 apr, acid element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 101)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 103)You completed the challenge and received: Random Artifact: Salyda (0 def, 15 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 107)You completed the challenge and received: Random Artifact: Lightshine of thermal psionic shield [power 169] (15 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 13)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 141)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 144)You completed the challenge and received: Random Artifact: Zubyyarenn (6-8.4 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 145)You completed the challenge and received: Random Artifact: Lightnaught | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 15)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 151)You completed the challenge and received: Random Artifact: Blazestalker (10-12 power, 2 apr, lightning element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 17)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 21)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 40)You completed the challenge and received: Random Artifact: Blindpain (12 def, 3 armour, 192 block) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 49)You completed the challenge and received: Random Artifact: Cuthudan (5 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 51)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 6)You completed the challenge and received: Random Artifact: Lavafist (11.5-16.1 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 7)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 89)You completed the challenge and received: Random Artifact: Ichorglean (20-24 power, 4 apr, physical element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 91)You completed the challenge and received: Random Artifact: Churazor (40.5-56.7 power, 7 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 92)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 94)You completed the challenge and received: +3 Stat Points | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 30)4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 32)4 / 4 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 12)You completed the challenge and received: Random Artifact: Maloleg (12 def, 7 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 126)You completed the challenge and received: Random Artifact: Scorchire (41-57.4 power, 6 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 129)You completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 156)You completed the challenge and received: Random Artifact: Singevice (39.5-55.3 power, 6 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 159)You completed the challenge and received: Random Artifact: Bogwrack (67-100.5 power, 4 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 60)You completed the challenge and received: Random Artifact: Gloomwinter (25-30 power, 5 apr, acid element) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 95)You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 113)Turns left: 0 You completed the challenge and received: Random Artifact: Glareonslaught (12.5-17.5 power, 3 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 116)Turns left: 0 You completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 134)Turns left: 0 You completed the challenge and received: Random Artifact: Blindmarrow (0 def, 4 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 136)Turns left: 0 You completed the challenge and received: Random Artifact: Silulaith (0 def, 5 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 155)Turns left: 0 You completed the challenge and received: Random Artifact: Demonspike (13.5-14.85 power, 18 apr, mind damage) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 64)Turns left: 0 You completed the challenge and received: Random Artifact: voratun pickaxe (dig speed 22 turns) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 72)Turns left: 0 You completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 93)Turns left: 0 You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 108)You completed the challenge and received: Random Artifact: Umbrawrither | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 139)You completed the challenge and received: Random Artifact: Voidworth (0 def, 17 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 16)You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 34)You completed the challenge and received: Random Artifact: Xerida (25-30 power, 5 apr, fire element) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 4)You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 46)You completed the challenge and received: Random Artifact: Kindlewell | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 50)You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 62)You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 68)You completed the challenge and received: Random Artifact: Chileg (23-34.5 power, 6 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 73)You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 77)You completed the challenge and received: Random Artifact: Thundersmasher (27.5-35.75 power, 9 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 81)You completed the challenge and received: Random Artifact: Splendourshear of firewall [power 205] (4 cooldown) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 105)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 117)You completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 128)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 132)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 133)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 142)You completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 147)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 24)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 28) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 41)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 58)You completed the challenge and received: +1 Prodigy Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 66)You completed the challenge and received: +1 Class Point and +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 85)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 86)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level in less than 102 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (102) (Level 152)Turns left: 64 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 108 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (108) (Level 146)Turns left: 53 You completed the challenge and received: Random Artifact: Poxvein (16-22.4 power, 3 apr) | done |
Leave the level in less than 114 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (114) (Level 131)Turns left: 29 You completed the challenge and received: Random Artifact: Cystwing (11-15.4 power, 3 apr) | done |
Leave the level in less than 123 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (123) (Level 106)Turns left: 27 You completed the challenge and received: Random Artifact: Pusscar (5 def, 19 armour) | done |
Leave the level in less than 135 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (135) (Level 154)Turns left: 98 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 159 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (159) (Level 9)Turns left: 1 You completed the challenge and received: +1 Category Point | done |
Leave the level in less than 171 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (171) (Level 148)Turns left: 136 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 195 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (195) (Level 80)Turns left: 66 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 207 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (207) (Level 153)Turns left: 176 You completed the challenge and received: Random Artifact: Dairigund (0 def, 3 armour) | done |
Leave the level in less than 228 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (228) (Level 56)Turns left: 90 You completed the challenge and received: Random Artifact: Mayekira (0 def, 15 armour) | done |
Leave the level in less than 39 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (39) (Level 120)Turns left: 6 You completed the challenge and received: Random Artifact: Xanerabreba (28.5-37.05 power, 12 apr) | done |
Leave the level in less than 480 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (480) (Level 112)Turns left: 423 You completed the challenge and received: Random Artifact: Abyssbliss of thorny skin [power 157] (16 cooldown) | done |
Leave the level in less than 69 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (69) (Level 59)Turns left: 29 You completed the challenge and received: +3 Stat Points | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Physical power: +12 (+0 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 arcane / 16 blight Changes stats: +2 Dex Changes resistances penetration: +10% blight / +20% physical Critical mult.: +5.00% Silence immunity: +41% Confusion immunity: +50% Stun/Freeze immunity: +50% Spell crit. chance: +4% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Damage when hit (Melee): 16 blight / 20 darkness Changes resistances: +9% fire / +11% light / +11% darkness Changes resistances penetration: +11% all Changes damage: +20% darkness / +10% light Damage affinity(heal): +5% darkness / +5% light Light radius: +8 Infravision radius: +4 It can be used to activate talent Sun Flare, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 85.43 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Str / +9 Mag / +10 Con Changes resistances: +14% fire / +9% mind / +40% cold Changes resistances penetration: +20% mind / +15% physical Changes damage: +20% arcane / +17% cold Only die when reaching: -80.00 life Maximum life: +50.00 Maximum stamina: +15.00 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 3 cooldown : Effective talent level: 5.0 Power cost: 3 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
On hands | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +2 Physical crit. chance: +4.0% Armour: +3 Damage (Melee): 29 arcane Changes stats: +20 Mag / +20 Wil Changes resistances: +20% arcane / +15% fire Changes resistances penetration: +20% arcane Physical save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +63% Stun/Freeze immunity: +15% Maximum life: +20.00 It can be used to activate talent Disperse Magic, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 8 power out of 30/30) : Effective talent level: 3.0 Power cost: 8 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +3 Con Changes resistances: +6% mind / +6% light Changes resistances penetration: +20% mind Changes damage: +6% light / +8% all Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +44% Pinning immunity: +50% Knockback immunity: +50% Life regen: +2.00 Maximum life: +150.00 Spellpower: +20 (+3 eff.) Mindpower: +15 (+2 eff.) Light radius: +3 Infravision radius: +4 Healing mod.: +30% Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+2 eff.) Defense: +13 (+3 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +12 Str / +3 Cun / +14 Lck Changes resistances: +30% lightning Changes resistances penetration: +20% mind Disarm immunity: +5% Confusion immunity: +10% Stun/Freeze immunity: +41% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stats: 40% Wil, 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: 100% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +4 nature When wielded/worn: Accuracy: +42 (+6 eff.) Armour penetration: +41 Defense: +27 (+6 eff.) Changes resistances: +9% temporal Changes resistances penetration: +10% temporal / +31% physical Changes damage: +9% temporal / +9% nature / +21% physical Disarm immunity: +66% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed mauls. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Damage when hit (Melee): 12 light Changes stats: +1 Wil Changes resistances: +6% acid / +6% cold / +6% light Spell save: +9 (+1 eff.) Mental save: +10 (+2 eff.) Maximum life: +53.00 Light radius: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 15 power out of 60/60) : Effective talent level: 1.0 Power cost: 15 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +8 (+0 eff.) Defense: +3 (+0 eff.) Effects on melee hit: * 45% chance to blind Changes stats: +7 Dex / +4 Mag / +5 Wil Changes resistances: +19% blight / +3% physical / +18% nature / +6% light Changes resistances penetration: +25% physical Changes damage: +6% physical Critical mult.: +30.00% Life regen: +2.30 Healing mod.: +28% 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 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+3 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+2 eff.) Mental save: +25 (+4 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 4 power out of 25/25) : Effective talent level: 2.0 Power cost: 4 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 21 Armour, 30 Defense and your attacks will gain 52% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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, physical or mental effect and increase affinity for all damage by 20% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 315 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 31 for 8 turns. While Heroism is active, you will only die when reaching -1396 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1309% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1337% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 839 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1379 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1783 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 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 magical effect and reduce all damage taken by 32% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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. |
![]() 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: 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 physical effect and reduce all damage taken by 54% for 7 turns. Also removes cross-tier effects of the affected types for free. 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 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 443.66 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 89 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
![]() 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 698.57 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 130 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 19. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 30. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 93%, your defense is increased by 93 and all your resistances by 93%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 1173 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+1 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 704 strength, based on Magic) for 5 turns, costing 6 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 32% chance to disease * 48% chance to inflict 15% damage reduction Damage (Melee): 10 light / 11 darkness Effects when hit in melee: * 11% chance to inflict 15% damage reduction * 11% chance to blind Changes resistances: +12% darkness Changes damage: +24% temporal / +10% light / +50% darkness Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +14 (+3 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: -8% Changes stats: +6 Str / +8 Dex / +9 Cun / +18 Con Life regen: +1.30 Stamina each turn: +2.30 Only die when reaching: -100.00 life Maximum life: +100.00 Movement speed: +10% Healing mod.: +25% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +10% mind / +6% acid Changes resistances penetration: +25% acid Changes damage: +18% acid / +27% temporal Confusion immunity: +36% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Dex Changes resistances: +21% blight / +20% mind / +21% light Changes resistances penetration: +15% mind Critical mult.: +15.00% Confusion immunity: +44% Healing mod.: +10% Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Wil Changes resistances: +9% fire Changes resistances penetration: +25% blight Critical mult.: +15.00% Mental save: +19 (+3 eff.) Confusion immunity: +49% Pinning immunity: +10% Spell crit. chance: +2% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +31 (+7 eff.) Ranged Defense: +16 (+4 eff.) Damage when hit (Melee): 8 arcane Changes stats: +10 Mag / +4 Wil / +8 Cun / +6 Con Changes resistances penetration: +10% acid / +10% physical / +10% arcane Spell save: +15 (+2 eff.) Stamina each turn: +1.20 Mana when firing critical spell: +1.00 Maximum stamina: +40.00 Spellpower: +20 (+3 eff.) Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 blight / 16 temporal Changes resistances: +15% blight / +12% temporal Changes damage: +6% blight Stun/Freeze immunity: +50% Life regen: +3.80 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Effects on melee hit: * 31% chance to inflict 15% damage reduction Damage when hit (Melee): 8 arcane / 8 darkness Changes stats: +9 Str / +7 Mag / +7 Wil / +6 Con Changes resistances: +5% arcane / +12% darkness Spell save: +20 (+2 eff.) Maximum stamina: +27.00 Spellpower: +15 (+2 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 145.54 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 8 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+0 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+5 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +28% acid / +24% nature / +6% arcane Changes resistances penetration: +25% nature / +30% mind Changes damage: +14% acid / +15% nature Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+4 eff.) Changes stats: +9 Cun Changes resistances: +15% fire Changes resistances penetration: +29% mind / +29% temporal Changes damage: +15% mind / +15% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes damage: +6% blight Spell save: +14 (+2 eff.) Vim when firing critical spell: +2.00 Maximum mana: +60.00 Maximum stamina: +22.00 Spellpower: +8 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +15 Cun / +15 Wil Changes resistances: +6% darkness / +6% fire Changes resistances penetration: +20% fire Disarm immunity: +50% Pinning immunity: +44% Knockback immunity: +43% Hate when firing a critical mind attack: +2.00 Maximum life: +50.00 Mindpower: +29 (+4 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +8 Cun / +8 Wil Changes resistances: +6% darkness Changes resistances penetration: +15% darkness Changes damage: +12% darkness / +6% acid Physical save: +17 (+2 eff.) Spell save: +18 (+2 eff.) Mental save: +18 (+3 eff.) Stun/Freeze immunity: +50% Life regen: +4.80 Mindpower: +15 (+2 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 light Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +12% light Stun/Freeze immunity: +31% Life regen: +2.40 Light radius: +3 Rings can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 42% Changes stats: +16 Cun / +16 Wil Changes resistances: +3% darkness / +6% blight / +9% fire / +38% nature / +7% arcane Changes resistances penetration: +10% mind Changes damage: +25% nature Mindpower: +30 (+4 eff.) Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Mag / +16 Wil / +14 Cun Changes resistances penetration: +5% arcane Critical mult.: +10.00% Spell save: +30 (+4 eff.) Stun/Freeze immunity: +50% Life regen: +4.80 Spellpower: +10 (+1 eff.) Spell crit. chance: +3% Mindpower: +30 (+4 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +15 (+1 eff.) Armour: +18 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +8 Mag / +8 Wil / +12 Con Changes resistances penetration: +20% temporal Changes damage: +6% blight Physical save: +3 (+1 eff.) Blindness immunity: +46% Spellpower: +15 (+2 eff.) Infravision radius: +5 See stealth: +25 See invisible: +24 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 47% * 47% chance to daze at end of turn Damage when hit (Melee): 12 nature Changes stats: +4 Cun / +5 Wil Changes damage: +18% nature Mental save: +12 (+2 eff.) Silence immunity: +44% Mana each turn: +0.30 Maximum psi: +30.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 30.74 cold and 31.99 physical damage (based on Willpower) each turn and knocking opponents back, costing 15 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 2 power out of 6/6) : Effective talent level: 4.0 Power cost: 2 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 316.09 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 13 bleed Damage when hit (Melee): 8 lightning Changes stats: +6 Cun Changes resistances: +15% acid / +17% fire / +15% cold / +9% nature / +19% lightning Changes damage: +12% nature Maximum encumbrance: +27 Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +5% arcane Physical save: +35 (+4 eff.) Mental save: +39 (+7 eff.) Cut immunity: +15% Silence immunity: +20% Confusion immunity: +37% Pinning immunity: +10% Teleport immunity: +15% Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +15 (+3 eff.) Confusion immunity: +25% Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+1 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +7 (+1 eff.) Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -8% Changes stats: +5 Str / +8 Dex / +2 Mag Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +4 Mag / +11 Wil / +7 Cun Changes resistances: +28% light Changes resistances penetration: +15% blight Changes damage: +14% light Spell save: +20 (+2 eff.) Maximum vim: +20.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +1% Mindpower: +9 (+2 eff.) Damage Shield penetration: +30% Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+4 eff.) Armour penetration: +17 Defense: +15 (+3 eff.) Effects on melee hit: * 32% chance to daze at end of turn Damage when hit (Melee): 12 blight / 12 fire Changes stats: +10 Cun / +10 Dex Changes resistances penetration: +10% lightning / +5% blight Changes damage: +3% blight / +3% fire Life regen: +1.80 Maximum life: +83.00 Healing mod.: +28% It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 99% 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +2 Effects on melee hit: * Slows global speed by 45% Changes stats: +3 Dex / +23 Mag / +8 Wil / +8 Cun Changes resistances penetration: +15% mind Changes damage: +12% mind Critical mult.: +23.00% Physical save: +6 (+1 eff.) Spell save: +34 (+5 eff.) Only die when reaching: -40.00 life Spellpower: +26 (+4 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * Slows global speed by 30% * 35% chance to blind Damage (Melee): 41 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 50 light Changes stats: +8 Mag / +8 Wil Changes resistances: +2% physical / +30% darkness / +3% temporal Changes damage: +15% darkness Blindness immunity: +15% Disarm immunity: +15% Stun/Freeze immunity: +30% Spellpower: +15 (+2 eff.) Rings can have magical properties. |
![]() Requires: - Strength 48 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. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 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: * 107% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +35 mind When wielded/worn: Physical crit. chance: +20.0% Damage when hit (Melee): 8 fire Changes stats: +10 Cun / +11 Wil Changes resistances penetration: +20% lightning Grants telepathy: Humanoid/Orc Equilibrium when hit: +0.08 Psi when hit: +0.04 Mental crit. chance: +5% Massive two-handed battleaxes. |
![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 40% Wil, 45% Str, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * 53% chance to daze at end of turn Damage (Melee): +16 acid / +26 temporal / +26 nature When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +21 Changes stats: +9 Dex Changes resistances penetration: +5% nature / +19% physical Changes damage: +12% acid / +21% physical / +6% lightning / +9% arcane / +6% nature Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 87.0 - 130.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% Burst (radius 2) on crit: +42 ice / +8 physical When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +5 Physical power: +6 (+0 eff.) Armour: +21 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +12 Str Changes resistances penetration: +10% physical / +21% cold Changes damage: +20% physical Life regen: +0.40 Stamina when hit: +4.00 Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stats: 40% Wil, 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: 100% Damage (Melee): +28 nature / +28 temporal When wielded/worn: Accuracy: +21 (+3 eff.) Physical power: +19 (+1 eff.) Defense: +21 (+5 eff.) Changes stats: +6 Str / +3 Dex / +12 Con Changes resistances penetration: +21% physical Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Disarm immunity: +119% Massive two-handed mauls. |
![]() Shadowveil the dwarven-steel greatmaul (42-63 power, 5 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Burst (radius 2) on crit: +32 darkness When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Defense: +16 (+4 eff.) Changes stats: +2 Cun / +4 Dex Changes resistances: +6% lightning Changes damage: +6% physical Critical mult.: +9.00% Mental save: +6 (+1 eff.) Disarm immunity: +49% Stamina each turn: +0.40 Massive two-handed mauls. |
![]() Sulfurbrawn (53-79.5 power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +21 nature / +17 temporal Burst (radius 1) on hit: +16 nature When wielded/worn: Damage when hit (Melee): 16 nature Changes resistances: +9% temporal / +9% darkness / +15% blight / +21% mind / +9% arcane Changes resistances penetration: +20% fire Changes damage: +9% nature Massive two-handed mauls. |
![]() Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+3 eff.) Physical power: +12 (+0 eff.) Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 73.0 - 109.5 Uses stats: 40% Wil, 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: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease Damage (Melee): +28 blight Burst (radius 1) on hit: +23 fire When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +19 Damage when hit (Melee): 16 mind Changes stats: +2 Dex / +3 Con Changes resistances: +9% blight Changes resistances penetration: +20% physical Reduces incoming crit damage: 15.00% Disease immunity: +49% Disarm immunity: +20% Life regen: +0.80 Only die when reaching: -100.00 life 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. Base power: 65.5 - 104.8 Uses stats: 40% Wil, 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: * 40% chance to corrode armour by 30% * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +4 acid / +26 temporal / +26 nature When wielded/worn: Armour penetration: +20 Physical crit. chance: +21.0% Effects on melee hit: * 15% chance to corrode armour by 30% * Slows global speed by 30% * 20 arcane resource burn Changes resistances: +6% temporal / +7% arcane / +6% nature Critical mult.: +27.00% Massive two-handed swords. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 43% chance to daze at end of turn * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +20% Damage (Melee): +24 temporal / +28 nature Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +2 Changes stats: +1 Dex Stamina each turn: +0.20 Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces 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. Base power: 61.0 - 97.6 Uses stats: 40% Wil, 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: * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +28 acid Burst (radius 1) on hit: +4 arcane When wielded/worn: Armour penetration: +19 Changes resistances: +6% fire Changes resistances penetration: +10% arcane / +21% physical / +21% mind / +30% darkness Changes damage: +21% physical Spell save: +30 (+4 eff.) Mental save: +6 (+1 eff.) Confusion immunity: +25% Stun/Freeze immunity: +5% Knockback immunity: +10% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.0 - 132.8 Uses stats: 40% Wil, 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: * Slows global speed by 20% * 40% chance to corrode armour by 30% Damage (Melee): +69 insidious poison Burst (radius 2) on crit: +4 nature / +4 acid When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +16 Effects on melee hit: * Slows global speed by 48% Changes resistances: +6% acid Changes resistances penetration: +10% acid / +21% physical Changes damage: +9% nature Massive two-handed swords. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +19 lightning When wielded/worn: Armour penetration: +14 Damage when hit (Melee): 8 mind Changes resistances penetration: +13% physical Changes damage: +14% physical Critical mult.: +15.00% Spell save: +30 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.0 - 131.2 Uses stats: 40% Wil, 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: * 68% chance to gain 10% of a turn (3/turn limit) Burst (radius 2) on crit: +35 ice When wielded/worn: Physical power: +20 (+1 eff.) Armour: +19 Changes stats: +8 Wil / +10 Con Changes resistances: +8% arcane / +3% temporal Changes resistances penetration: +21% cold / +21% physical Spell save: +6 (+1 eff.) Disarm immunity: +32% Mana when firing critical spell: +2.00 Vim when firing critical spell: +4.00 Maximum vim: +40.00 Massive two-handed swords. |
![]() Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 85% Wil, 50% Mag, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+4 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (517 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 mind When wielded/worn: Changes stats: +13 Cun / +3 Wil Changes resistances: +9% nature Changes damage: +8% acid Critical mult.: +46.00% Mental save: +20 (+4 eff.) Equilibrium when hit: +1.40 Mindpower: +16 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 8 power out of 30/30) : Effective talent level: 3.0 Power cost: 8 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 112.36 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This psionic mindstar is wrathful to the hated. Base power: 18.0 - 19.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 57% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 acid / +4 temporal Burst (radius 2) on crit: +8 acid When wielded/worn: Armour: +2 Damage when hit (Melee): 8 physical Changes resistances: +3% physical Changes resistances penetration: +5% temporal Changes damage: +21% mind / +3% physical Life regen: +1.80 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Maximum life: +46.00 Maximum stamina: +5.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +22% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 75% Wil, 50% Mag, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% fire / +8% physical / +8% cold Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 4 power out of 16/16) : Effective talent level: 4.0 Power cost: 4 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 30 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural fire should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +18% fire Changes resistances penetration: +17% fire / +12% mind / +15% darkness Changes damage: +17% fire / +25% mind / +25% darkness Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% 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. |
![]() truestriking steel waraxe of massacre (23-32.2 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 23.0 - 32.2 Uses stats: 40% Wil, 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% When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +9 Changes resistances penetration: +9% physical One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Con / +2 Wil Changes resistances: +5% fire / +6% mind / +6% cold Changes resistances penetration: +10% mind Changes damage: +3% mind A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 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. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +8 (+0 eff.) Changes stats: +2 Str / +5 Dex / +6 Wil / +6 Cun Changes resistances: +6% light / +6% nature Changes resistances penetration: +17% physical Changes damage: +24% physical Mental save: +15 (+3 eff.) Life regen: +0.40 Only die when reaching: -60.00 life Maximum life: +135.00 Mental crit. chance: +12% A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Fatigue: -2% Changes stats: +4 Dex / +1 Mag / +3 Con Changes resistances: +9% fire / +8% cold Changes resistances penetration: +5% mind Grants telepathy: Dragon Critical mult.: +9.00% Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) A belt that goes around your 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: Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Cun / +6 Con Changes resistances: +6% darkness Changes resistances penetration: +10% light / +20% physical Changes damage: +25% physical Physical save: +15 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +24 (+4 eff.) Mindpower: +26 (+4 eff.) Mental crit. chance: +9% Light radius: +4 A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Str / +6 Dex / +5 Wil / +8 Cun / +2 Con Changes resistances: +9% mind Changes resistances penetration: +15% arcane / +15% mind Changes damage: +15% arcane Critical mult.: +29.00% Reduces incoming crit damage: 10.00% Physical save: +15 (+2 eff.) Mental save: +14 (+3 eff.) Only die when reaching: -50.00 life Maximum mana: +100.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% Infravision radius: +3 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 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+2 eff.) Spell save: +20 (+2 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 12 power out of 50/50) : Effective talent level: 1.0 Power cost: 12 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() Shimmershaper (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 54% chance to blind * 54% chance to daze at end of turn Damage when hit (Melee): 32 light Changes stats: +3 Cun Changes resistances: +15% mind / +18% lightning Changes resistances penetration: +15% light Changes damage: +42% mind Critical mult.: +15.00% Mental save: +50 (+9 eff.) Equilibrium when hit: +0.12 Maximum psi: +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +4 (+0 eff.) Armour: +9 Fatigue: +5% Changes stats: +4 Str / +4 Con Changes resistances: +15% lightning / +14% temporal Changes damage: +21% physical Physical save: +20 (+2 eff.) Poison immunity: +10% Disease immunity: +15% Silence immunity: +41% Confusion immunity: +44% Stun/Freeze immunity: +65% Life regen: +0.40 Stamina each turn: +0.20 It can be used to activate talent Rush, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Damage when hit (Melee): 12 arcane Changes stats: +2 Dex / +5 Wil Changes resistances: +9% blight / +15% fire / +14% cold Changes resistances penetration: +10% arcane Reduces incoming crit damage: 15.00% Maximum encumbrance: +47 Physical save: +11 (+2 eff.) Silence immunity: +46% Confusion immunity: +50% Stun/Freeze immunity: +50% Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +10 Fatigue: -3% Changes stats: +5 Dex Changes resistances: +9% temporal Changes resistances penetration: +25% physical Maximum encumbrance: +29 Physical save: +8 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 48% Changes resistances: +15% lightning / +2% physical / +9% light Reduces incoming crit damage: 15.00% Physical save: +40 (+5 eff.) Mental save: +18 (+3 eff.) Blindness immunity: +45% Disarm immunity: +20% Confusion immunity: +20% Stamina each turn: +0.90 Maximum stamina: +27.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Changes stats: +3 Cun Changes resistances: +9% blight / +30% temporal / +30% darkness Changes resistances penetration: +20% acid / +20% temporal / +17% darkness Changes damage: +9% arcane Mental save: +18 (+3 eff.) Silence immunity: +47% Confusion immunity: +45% Stun/Freeze immunity: +49% Damage Shield penetration: +40% Defense after a teleport: +21 Resist all after a teleport: +20% New effects duration reduction after a teleport: +24% A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +7% lightning / +6% temporal / +6% light Changes resistances penetration: +15% nature Changes damage: +21% nature / +3% light Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -10% Damage (Melee): 7 mind Changes stats: +5 Str / +3 Cun / +5 Con Changes resistances: +6% mind Changes damage: +4% mind Infravision radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 21% It can be used to activate talent Darkfire (costing 3 power out of 12/12) : Effective talent level: 5.0 Power cost: 3 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 147.69 fire damage and 163.04 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +18 (+2 eff.) Armour penetration: +7 Armour: +1 Changes stats: +4 Cun / +4 Dex Changes resistances penetration: +25% physical Changes damage: +9% mind / +12% physical Critical mult.: +15.00% Physical save: +37 (+4 eff.) Equilibrium when hit: +0.12 Mindpower: +20 (+3 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 darkness / 19 arcane / 40 mind Changes stats: +10 Mag / +10 Wil Changes resistances: +6% lightning / +10% arcane / +3% nature Changes damage: +9% lightning Mental save: -5 (-1 eff.) Life regen: +4.00 Stamina each turn: +1.60 Maximum stamina: +40.00 Mindpower: +10 (+2 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() Zanarim the Skycrack (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 54% chance to daze at end of turn Damage when hit (Melee): 20 acid Changes resistances: +6% acid Changes resistances penetration: +20% lightning Changes damage: +24% acid Life regen: +3.90 Stamina each turn: +1.90 Maximum stamina: +37.00 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +40 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +5 Armour: +2 Damage (Melee): 8 nature Changes stats: +4 Cun / +5 Dex Changes resistances: +7% nature Changes damage: +5% nature Physical save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +24% Stamina each turn: +0.40 Maximum life: +20.00 It can be used to activate talent Steady Shot, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Armour: +3 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +4 Str Changes damage: +6% nature / +9% fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +3 Damage (Melee): 16 arcane / 15 temporal Damage (Ranged): 12 temporal Changes stats: +7 Mag / +8 Wil / +4 Cun Changes resistances: +6% nature / +11% temporal / +11% darkness / +7% arcane Changes damage: +9% blight / +7% temporal Vim when firing critical spell: +2.00 Infravision radius: +3 It can be used to activate talent Disperse Magic, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+0 eff.) Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Changes resistances penetration: +25% physical Physical save: +11 (+2 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. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +12 Str / +5 Wil Changes resistances: +6% temporal / +19% mind / +9% nature Critical mult.: +10.00% Mental save: +53 (+9 eff.) Poison immunity: +25% Disarm immunity: +10% Confusion immunity: +50% Stun/Freeze immunity: +15% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Changes resistances: +2% physical / +3% darkness / +12% fire Physical save: +14 (+2 eff.) Mental save: +15 (+3 eff.) Poison immunity: +10% Confusion immunity: +5% Stun/Freeze immunity: +25% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 10 physical Changes stats: +15 Str / +5 Dex / +5 Cun Changes resistances: +9% acid / +9% blight / +18% fire / +9% mind / +6% cold Reduces incoming crit damage: 10.00% Spell save: +3 (+0 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 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 1841.8 Physical damage. If the attack hits, the target is confused (47% effect) for 5 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. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +8 (+0 eff.) Armour: +18 Fatigue: +5% Changes stats: +1 Str Changes resistances: +10% acid / +9% fire / +10% lightning / +10% cold Changes resistances penetration: +10% physical Stamina when hit: +2.20 Equilibrium when hit: +1.80 Infravision radius: +2 A cap made of leather. |
![]() iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() spiked dwarven-steel mail armour of temporal resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 16 physical Changes resistances: +24% temporal A suit of armour made of mail. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +7 Str / +7 Con Changes resistances: +26% lightning / +6% mind Changes resistances penetration: +25% mind Changes damage: +30% nature / +6% mind Life regen: +4.00 Maximum life: +200.00 Healing mod.: +30% A suit of armour made of metal plates. |
![]() voratun plate armour of the dragon (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +6 Str / +6 Con Changes resistances: +15% acid / +12% physical / +15% cold / +15% lightning / +15% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +39% A suit of armour made of metal plates. |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 70.0 - 98.0 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +32 Crit. chance: +3.0% Capacity: 54 Turns elapse between self-loadings: 1 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +12 blight / +24 temporal / +4 arcane / +17 physical Burst (radius 1) on hit: +16 arcane / +30 fire Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +5 Str / +2 Mag / +3 Wil / +2 Cun / +8 Con Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning / 12 fire / 12 mind Changes stats: +3 Str Changes resistances: +18% lightning / +6% fire / +15% darkness / +14% nature Changes resistances penetration: +21% physical Changes damage: +12% lightning / +15% fire / +10% nature Damage affinity(heal): +15% darkness Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 8 power out of 30/30) : Effective talent level: 4.0 Power cost: 8 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 428.26 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +11 Defense: +6 (+1 eff.) Changes stats: +3 Str Changes resistances: +10% darkness / +9% physical Changes damage: +6% nature / +6% darkness Damage affinity(heal): +15% darkness Spell save: +3 (+0 eff.) Maximum life: +29.00 Maximum stamina: +26.00 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 20 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 24 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 13 fire Changes stats: +4 Dex / +5 Wil / +8 Con Changes resistances: +5% fire Light radius: +3 Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 7 (based on Magic) detrimental mental effects, costing 10 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+1 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 4 power out of 25/25) : Effective talent level: 5.0 Power cost: 4 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 5 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 5 power out of 35/35) : Effective talent level: 2.0 Power cost: 5 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 3 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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% 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1005.86 fire damage (based on Magic), costing 12 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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 unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 3 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% nature / +9% mind Changes resistances penetration: +5% mind It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 81 for 7 turns, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +4% physical Maximum wards: +6 physical / +10 mind / +10 darkness Changes damage: +6% lightning / +18% temporal Talents granted: +5 Telekinetic Blast +2 Ward Spell save: +12 (+2 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 139 for 7 turns, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 16 mind Grants telepathy: All Psi when hit: +0.12 Maximum hate: +10.00 Mental crit. chance: +3% It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 3 turns. When used: 100% chance to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +1 Silence It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 3 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +7 Wil / +2 Con Changes resistances: +12% lightning / +6% temporal / +12% light / +6% blight / +12% fire Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 23.00% Psi when hit: +0.08 Maximum hate: +8.00 Infravision radius: +4 It can be used to teleport randomly (rad 53), putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes resistances: +12% lightning / +6% temporal / +9% light / +3% darkness Maximum wards: +6 physical / +7 mind / +10 darkness Changes resistances penetration: +10% mind Talent granted: +2 Ward Spell save: +30 (+4 eff.) It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 3 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 49% chance to inflict 15% damage reduction Changes resistances: +6% acid Changes resistances penetration: +10% mind Changes damage: +15% darkness / +3% arcane Spell save: +9 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Spell crit. chance: +2% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 171 for 7 turns, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+2 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 9 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 44% chance to blind Damage when hit (Melee): 4 nature Changes damage: +6% light / +18% nature / +3% darkness Talent cooldown: Rushing Claws (-2 turns) Talent granted: +10 Rushing Claws Light radius: +4 It can be used to heal a target within range 11 (based on Willpower) for 262, putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Effects on melee hit: * Slows global speed by 30% * 48% chance to daze at end of turn Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Critical mult.: +29.00% Spell save: +18 (+2 eff.) Life regen: +0.60 Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +12 Spell crit. chance: +5% It can be used to remove up to 3 poisons or diseases from a target within range 11 (based on Willpower), putting all charms on cooldown for 3 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 8 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Faladeru the Ogre Possessor level 44
34th Haze 122nd year of Ascendancy at 03:26 see stats
By Faladeru the Ogre Possessor level 14
9th Dusk 122nd year of Ascendancy at 10:02 see stats
By Faladeru the Ogre Possessor level 22
48th Dusk 122nd year of Ascendancy at 13:00 see stats
By Faladeru the Ogre Possessor level 98
74th Regrowth 123rd year of Ascendancy at 21:01 see stats
By Faladeru the Ogre Possessor level 31
77th Dusk 122nd year of Ascendancy at 06:19 see stats
By Faladeru the Ogre Possessor level 64
6th Allure 123rd year of Ascendancy at 02:09 see stats
By Faladeru the Ogre Possessor level 22
47th Dusk 122nd year of Ascendancy at 03:19 see stats
By Faladeru the Ogre Possessor level 13
5th Dusk 122nd year of Ascendancy at 17:06 see stats
By Faladeru the Ogre Possessor level 81
37th Regrowth 123rd year of Ascendancy at 10:32 see stats
By Faladeru the Ogre Possessor level 104
5th Pyre 123rd year of Ascendancy at 03:54 see stats
By Faladeru the Ogre Possessor level 21
41st Dusk 122nd year of Ascendancy at 10:34 see stats
By Faladeru the Ogre Possessor level 30
71st Dusk 122nd year of Ascendancy at 12:22 see stats
By Faladeru the Ogre Possessor level 37
12nd Haze 122nd year of Ascendancy at 04:24 see stats
By Faladeru the Ogre Possessor level 46
41st Haze 122nd year of Ascendancy at 15:11 see stats
By Faladeru the Ogre Possessor level 51
59th Haze 122nd year of Ascendancy at 17:52 see stats
By Faladeru the Ogre Possessor level 58
80th Haze 122nd year of Ascendancy at 19:23 see stats
By Faladeru the Ogre Possessor level 65
10th Allure 123rd year of Ascendancy at 13:30 see stats
By Faladeru the Ogre Possessor level 72
14th Regrowth 123rd year of Ascendancy at 19:03 see stats
By Faladeru the Ogre Possessor level 10
9th Mirth 122nd year of Ascendancy at 08:03 see stats
By Faladeru the Ogre Possessor level 20
35th Dusk 122nd year of Ascendancy at 20:27 see stats
By Faladeru the Ogre Possessor level 30
71st Dusk 122nd year of Ascendancy at 10:37 see stats
By Faladeru the Ogre Possessor level 40
21st Haze 122nd year of Ascendancy at 19:41 see stats
By Faladeru the Ogre Possessor level 50
56th Haze 122nd year of Ascendancy at 23:04 see stats
By Faladeru the Ogre Possessor level 53
65th Haze 122nd year of Ascendancy at 03:06 see stats
By Faladeru the Ogre Possessor level 99
76th Regrowth 123rd year of Ascendancy at 21:17 see stats
By Faladeru the Ogre Possessor level 22
49th Dusk 122nd year of Ascendancy at 20:10 see stats
By Faladeru the Ogre Possessor level 29
68th Dusk 122nd year of Ascendancy at 23:42 see stats
By Faladeru the Ogre Possessor level 16
17th Dusk 122nd year of Ascendancy at 19:18 see stats
By Faladeru the Ogre Possessor level 8
9th Mirth 122nd year of Ascendancy at 01:43 see stats
By Faladeru the Ogre Possessor level 80
36th Regrowth 123rd year of Ascendancy at 23:01 see stats
By Faladeru the Ogre Possessor level 38
15th Haze 122nd year of Ascendancy at 10:58 see stats
By Faladeru the Ogre Possessor level 20
35th Dusk 122nd year of Ascendancy at 21:29 see stats
By Faladeru the Ogre Possessor level 12
8th Flare 122nd year of Ascendancy at 02:09 see stats
Log
Faladeru picks up (9.): Sulfurbrawn (53-79.5 power, 3 apr).
Faladeru picks up ( .): iron mail armour (2 def, 4 armour).
You pickup 2.85 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.90 gold pieces.
You pickup 0.70 gold pieces.
You pickup 0.85 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.60 gold pieces.
You pickup 0.45 gold pieces.
You pickup 0.40 gold pieces.
You pickup 0.55 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.60 gold pieces.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Faladeru deactivates Force Shield.
Faladeru deactivates Channel Pain.
Faladeru deactivates Yarrrr!!.
Faladeru deactivates Psionic Disruption.
Faladeru deactivates Horrifying Blows.