










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ignore Race/Class Locks 1.7.0Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Storm Knight |
| Level / Exp | 27 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Xerima the water imp at level 26 on the 1st Wintertide 123rd year of Ascendancy at 19:38 4 / 2Killed by Betomira the bone giant at level 27 on the 7th Allure 123rd year of Ascendancy at 10:47 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 60 (base 53) |
| Constitution | 11 (base 10) |
| Magic | 64 (base 58) |
| Willpower | 25 (base 12) |
| Cunning | 27 (base 10) |
Resources
| Life | 689/689 |
| Mana | 331/331 |
| Essence | 100/100 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 14.388455958081 |
Speed
| Mental | +23% |
| Attack | +8% |
| Movement | -56.666666666667% |
| Spell | +8% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 4 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 62 |
| Crit Chance | 23% |
| APR | 36 |
| Speed | 0.81 |
Offense: Offhand
| Damage | 65 |
| Accuracy | 62 |
| Crit Chance | 23% |
| APR | 36 |
| Speed | 0.81 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 16% |
| Speed | 0.92592592592593 |
| Cooldown Reduction | 8 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 14% |
| Speed | 0.92592592592593 |
Offense: Damage Bonus
| Lightning | +5% |
| Light | +3% |
| Physical | +5% |
| Arcane | +8% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +39% |
| Lightning | +32% |
| Light | +33% |
| All | +8% |
Defense: Base
| Armour (hardiness) | 27 (46%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 1 |
| Physical Save | 33 |
| Spell Save | 41 |
| Mental Save | 41 |
Defense: Resistances
| Physical | + 10%( 64%) |
| Lightning | + 60%( 88%) |
| Light | + 3%( 70%) |
| Nature | + 16%( 70%) |
| Cold | + 20%( 70%) |
| Arcane | + 6%( 70%) |
| Fire | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 81% |
| Confusion Resistance | 10% |
| Teleport Resistance | 10% |
| Blind Resistance | 10% |
| Disarm Resistance | 21% |
| Bleed Resistance | 10% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 63% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 256 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 29 up to 4 times. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Wizard Knight | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Storm Walker | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Spell / Storm Warrior | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Spell / Storm Invocation | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Dancing Weapon | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Technique / Weapons Master | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Flexible Combat Training | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Spell / Arcana | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat Casting | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 3. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | SeweronslaughtInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 51% Changes stats: +1 Con Changes resistances: +6% nature Reduces incoming crit damage: 5.00% Maximum life: +45.00 Light radius: +5 Infravision radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Eremugas the Oaktorrent (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 51% Changes stats: +3 Cun / +3 Wil Changes resistances: +9% fire Cut immunity: +10% Teleport immunity: +10% Maximum life: +100.00 Mindpower: +3 (+2 eff.) A cap made of leather. |
| On hands | restful dwarven-steel gauntlets of spellstriking (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 arcane Changes stats: +6 Mag / +3 Wil Changes resistances: +6% arcane Changes damage: +5% arcane Life regen: +3.00 Stamina each turn: +0.50 Maximum stamina: +18.00 Spellpower: +7 (+2 eff.) When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 0% Str, 0% Dex, 120% Mag, 0% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +8 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +23% Maximum life: +20.00 Rings make your fingers look great! |
| On fingers | DaycutterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% light / +6% fire Changes resistances penetration: +25% light Changes damage: +3% arcane / +3% light Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
| Around neck | mindweaver's gold amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Mental save: +7 (+2 eff.) Blindness immunity: +10% Confusion immunity: +10% Mindpower: +6 (+3 eff.) Infravision radius: +2 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
| In main hand | truestriking stralite dagger of shearing (27-35 power, 9 apr)Requires: - Magic 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 0% Dex, 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +14 Changes resistances penetration: +7% physical / +8% all Sharp, short and deadly. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | plaguebringer's stralite dagger of amnesia (26-34 power, 9 apr)Requires: - Magic 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 0% Dex, 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 25 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +10 blight When wielded/worn: Disease immunity: +18% Sharp, short and deadly. |
| Cloak | murderer's linen cloak of implacability (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+0 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)Requires: - Magic 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 52; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 52 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.healing infusion of the wizard (heal 180; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 451%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 nature talent. |
regeneration infusion of the wizard (heal 293; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 293 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.wild infusion of the psychic (res 22%; magical; dur 4; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 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 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 5; phase 21; cd 10)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: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (93% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 95; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 95 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 488; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 488 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
insulating copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% fire / +10% cold Amulets make your neck look great! |
BetoldavenaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +9% temporal Changes damage: +3% mind Reduces incoming crit damage: 15.00% Silence immunity: +23% Pinning immunity: +10% Mana each turn: +0.12 Mindpower: +10 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
marksman's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Mental save: +7 (+2 eff.) Confusion immunity: +23% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.titan's steel ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.lifebinding elm starstaff of illumination (10-12 power, 2 apr, temporal element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +4 Con Changes damage: +10% temporal Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +7 (+2 eff.) Spell crit. chance: +1% Light radius: +3 Healing mod.: +13% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 105.43 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+4 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
greater yew vilestaff of wizardry (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes damage: +20% blight / +20% fire / +20% darkness / +20% acid Talent granted: +1 Command Staff Maximum mana: +22.00 Spellpower: +19 (+6 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.chilling iron greatsword of massacre (24-38 power, 1 apr) Requires: - Magic 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 23.5 - 37.6 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +13 cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel greatsword of projection (34-54 power, 2 apr) Requires: - Magic 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stats: 120% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +10 (+3 eff.) Disarm immunity: +36% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steel mace 'Armuyadin' (14-20 power, 3 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to reduce armor by 35% Damage when hit (Melee): 2 blight Changes resistances: +3% temporal Changes resistances penetration: +15% acid Changes damage: +6% blight Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Beeregorn the Floefear (26-36 power, 4 apr) Requires: - Magic 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 26.0 - 36.4 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn Damage (radius 1) on hit: +20 cold When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +3 Dex / +2 Cun Changes damage: +3% cold Mental save: +9 (+3 eff.) Combat speed: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.stralite waraxe 'Elesemira' (30-41 power, 5 apr) Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +9 nature Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +49 fire When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +8 Defense: +20 (+5 eff.) Changes resistances: +3% fire Changes resistances penetration: +12% fire / +9% all Poison immunity: +10% Life regen: +4.00 Maximum life: +20.00 Global speed: +5% One-handed war axes. |
Unerring Scalpel (15-20 power, 25 apr)Requires: - Magic 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 0% Dex, 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
acidic iron dagger of massacre (17-22 power, 5 apr)Requires: - Magic 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 17.0 - 22.1 Uses stats: 0% Dex, 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 Sharp, short and deadly. |
Leledin the steel dagger (20-25 power, 6 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 19.5 - 25.4 Uses stats: 0% Str, 100% Mag, 0% Dex Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +8 blight / +9 cold Damage (radius 1) on hit: +8 blight When wielded/worn: Changes damage: +15% blight Disease immunity: +16% Sharp, short and deadly. |
Umbral Razor (25-32 power, 10 apr)Requires: - Magic 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 0% Dex, 115% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 111.50 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
chilling steel dagger of massacre (22-28 power, 6 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 21.5 - 27.9 Uses stats: 0% Dex, 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 cold Sharp, short and deadly. |
Moon (10-13 power, 0 apr)Requires: - Magic 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 0% Dex, 40% Mag, 0% Str Damage type: Darkness Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Magic 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Mag, 0% Dex Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
balanced dwarven-steel dagger of massacre (24-31 power, 7 apr)Requires: - Magic 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6 Uses stats: 0% Dex, 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+2 eff.) Disarm immunity: +20% Sharp, short and deadly. |
elemental dwarven-steel dagger of ruin (16-21 power, 7 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 0% Dex, 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 86 acid damage (1/turn) When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Changes resistances penetration: +11% acid Changes damage: +5% acid Critical mult.: +15.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.yew longbow of piercing Requires: - Magic 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +11 Changes resistances penetration: +12% all Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.steady reinforced leather sling of lightning Requires: - Magic 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +13 lightning When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +3.0% Changes damage: +11% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows of erosion (18/18, 19-27 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 0% Dex, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 Damage (Ranged): +11 nature Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.storming quiver of yew arrows of grasping (19/19, 33-46 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 0% Dex, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 154 nature damage and pinning them for 3 turns Damage (Ranged): +21 lightning Damage (radius 2) on crit: +11 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.chilling pouch of steel shots of paradox (17/17, 22-27 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.5 - 27.0 Uses stats: 0% Dex, 120% Mag, 0% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 17 On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +6 cold / +8 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Titanic (20 def, 18 armour, 48-58 power, 320 block) Requires: - Shield usage training - Magic 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
This item will automatically be transmogrified when you leave the level.mindwoven woollen robe of nature (+25%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +25% nature / +9% all Changes damage: +17% nature Mental save: +15 (+5 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.woollen robe 'Poritira' (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +1 Physical power: +15 (+5 eff.) Armour: +10 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Changes stats: +4 Mag / +3 Wil Changes resistances: +3% temporal / +9% all Changes damage: +9% arcane / +24% temporal Maximum mana: +29.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.cashmere robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +5% blight / +11% all Life regen: +2.60 Maximum life: +51.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant cashmere robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +8% blight / +11% all Changes damage: +13% nature Poison immunity: +25% Disease immunity: +24% Life regen: +2.20 Maximum life: +61.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour)Requires: - Magic 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
This item will automatically be transmogrified when you leave the level.hardened leather armour of the hero (9 def, 6 armour) Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +3 Str / +5 Dex / +4 Mag / +4 Wil / +4 Cun Maximum life: +30.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic hardened leather armour of acid resistance (9 def, 6 armour) Requires: - Magic 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +18% acid / +13% light / +13% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Blackspar the hardened leather gloves (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 10 darkness Changes stats: +4 Dex Changes resistances: +9% acid / +6% darkness Changes resistances penetration: +25% acid Changes damage: +15% darkness When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 0% Cun, 0% Str, 120% Mag, 0% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +12.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.scouring hardened leather gloves (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 21 arcane resource burn Spell save: +13 (+4 eff.) When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 0% Dex, 0% Cun, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 19 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.temporal hardened leather gloves (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 temporal Damage (Ranged): 5 temporal Changes resistances: +7% temporal Changes damage: +4% temporal When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 0% Dex, 0% Cun, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 8% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady voratun gauntlets of dexterity (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Dex Physical save: +7 (+4 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +37% When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 0% Dex, 0% Cun, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +15 Armour Penetration: +15 Crit. chance: +16.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Adonne' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +1 (+0 eff.) Damage when hit (Melee): 2 physical Changes resistances: +16% nature / +6% temporal Changes damage: +11% nature Maximum life: +80.00 Healing mod.: +15% A pointy cloth hat, very wizardly... |
Flowermaster (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Con Changes resistances: +3% blight / +7% cold / +3% fire / +3% physical Changes resistances penetration: +10% nature Allows you to breathe in: water Critical mult.: +5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Physical save: +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Zap Knight the Cornac Storm Knight level 27
2nd Wintertide 123rd year of Ascendancy at 19:17 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Zap Knight the Cornac Storm Knight level 24
8th Decay 122nd year of Ascendancy at 23:18 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Zap Knight the Cornac Storm Knight level 19
79th Dusk 122nd year of Ascendancy at 07:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Zap Knight the Cornac Storm Knight level 24
9th Decay 122nd year of Ascendancy at 03:30 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zap Knight the Cornac Storm Knight level 27
2nd Wintertide 123rd year of Ascendancy at 19:36 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Zap Knight the Cornac Storm Knight level 10
5th Mirth 122nd year of Ascendancy at 22:54 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Zap Knight the Cornac Storm Knight level 20
69th Haze 122nd year of Ascendancy at 09:26 see stats
Myths of an age past (Insane (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Zap Knight the Cornac Storm Knight level 27
2nd Wintertide 123rd year of Ascendancy at 19:17 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Zap Knight the Cornac Storm Knight level 19
3rd Haze 122nd year of Ascendancy at 19:18 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Zap Knight the Cornac Storm Knight level 27
2nd Wintertide 123rd year of Ascendancy at 19:17 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Zap Knight the Cornac Storm Knight level 24
9th Decay 122nd year of Ascendancy at 10:55 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Zap Knight the Cornac Storm Knight level 8
78th Pyre 122nd year of Ascendancy at 05:44 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Zap Knight the Cornac Storm Knight level 27
2nd Wintertide 123rd year of Ascendancy at 19:17 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Zap Knight the Cornac Storm Knight level 11
2nd Summertide 122nd year of Ascendancy at 18:05 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Zap Knight the Cornac Storm Knight level 22
5th Decay 122nd year of Ascendancy at 08:35 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Zap Knight the Cornac Storm Knight level 15
24th Dusk 122nd year of Ascendancy at 04:01 see stats
Log
Cyryldawyn the skeleton archer's Strafe hits Zap Knight for (6 shrugged off), 98 physical, 7 cold (105 total damage).
Betomira the bone giant uses Perfect Strike.
Betomira the bone giant aims carefully.
Zap Knight casts Rune: Stormshield.
Zap Knight summons a storm to protect them!
Zap Knight casts Rune: Shielding.
A shield forms around Zap Knight.
Zap Knight casts Repair Damage.
Zap Knight casts Lightning Ride.
Zap Knight performs a melee critical strike against Betomira the bone giant!
Betomira the bone giant resists the daze!
Zap Knight receives 112 healing.
Zap Knight hits Betomira the bone giant for (24 parried), (4 to psi shield), 6 physical, (1 to psi shield), 1 physical, 6 lightning, 8 arcane, (8 to psi shield), 13 physical, (23 to psi shield), 34 physical, 8 arcane, (1 to psi shield), 1 physical, 6 lightning, 8 arcane, 7 blight, (1 to psi shield), 1 physical, 6 lightning, 8 arcane, (7 to psi shield), 10 physical, 67 lightning (191 total damage).
Betomira the bone giant uses Flurry.
Betomira the bone giant performs a melee critical strike against Zap Knight!
Zap Knight's stormshield is out of charges and disspitates!.
Zap Knight's storm dissipates.
Betomira the bone giant performs a melee critical strike against Zap Knight!
Your shield crumbles under the damage!
The shield around Zap Knight crumbles.
Betomira the bone giant performs a melee critical strike against Zap Knight!
Betomira the bone giant hits Zap Knight for (84 stormshielded), 0 physical, (10 absorbed), 0 temporal, (11 absorbed), 0 blight, (6 absorbed), 0 fire, (21 absorbed), 0 fire, (11 absorbed), 0 lightning, (107 stormshielded), 0 physical, (9 absorbed), 0 blight, (11 absorbed), 0 blight, (21 absorbed), 0 fire, (11 absorbed), 0 lightning, (88 stormshielded), 0 physical, (10 absorbed), 0 temporal, (11 absorbed), 0 blight, (6 absorbed), 0 fire, (21 absorbed), 0 fire, (11 absorbed), 0 lightning, (73 stormshielded), 0 physical, (9 absorbed), 0 blight, (11 absorbed), 0 blight, (21 absorbed), 0 fire, (11 absorbed), 0 lightning, (34 absorbed), (6 shrugged off), 105 physical, 10 temporal, 11 blight, 6 fire, (1 shrugged off), 20 fire, 11 lightning, (8 shrugged off), 127 physical, 9 blight, 11 blight, (1 shrugged off), 20 fire (331 total damage).
Zap Knight the level 27 cornac storm knight was blazed to death by Betomira the bone giant on level 1 of Ruined halfling complex.
You have 4 life(s) left.
Zap Knight performs a melee critical strike against Betomira the bone giant!
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Betomira the bone giant killed Zap Knight!
Zap Knight hits Betomira the bone giant for (9 to psi shield), 13 physical, (1 to psi shield), 1 physical, 6 lightning, 8 arcane, (5 to psi shield), 7 physical, (22 to psi shield), 34 physical, 8 arcane, (1 to psi shield), 1 physical, 6 lightning, 8 arcane, 7 blight, (1 to psi shield), 1 physical, 6 lightning, 8 arcane (115 total damage).
























































