













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 50 / 2348% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinonn the orc master wyrmic at level 50 on the 6th Gold 124th year of Ascendancy at 00:41 / 2Killed by Elandar at level 50 on the 8th Shortage 124th year of Ascendancy at 19:43 |
Primary Stats
| Strength | 47 (base 17) |
| Dexterity | 40 (base 32) |
| Constitution | 46 (base 28) |
| Magic | 91 (base 60) |
| Willpower | 83 (base 59) |
| Cunning | 65 (base 48) |
Resources
| Life | -357/2045 |
| Mana | 688/899 |
| Equilibrium | 45 |
| Healing Factor | 2.5 |
| Regeneration | 158.125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11.698648401781 |
| Infravision | 8 |
| See Stealth | 37.637072247758 |
| See Invisible | 51.637072247758 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/major, demon/minor |
Offense: Mainhand
| Damage | 194 |
| Accuracy | 62 |
| Crit Chance | 70% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 101 |
| Accuracy | 62 |
| Crit Chance | 70% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Acid | +18% |
| Darkness | +16% |
| Blight | +27% |
| Arcane | +55% |
| Mind | +21% |
| All | +9% |
Offense: Damage Penetration
| Acid | +10% |
| Blight | +15% |
| Arcane | +13% |
| Mind | +15% |
| All | 0% |
| Darkness | +16% |
| Temporal | +19% |
| Physical | +61% |
| Nature | +35% |
Defense: Base
| Armour (hardiness) | 149.99999999999 (100%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 52 |
| Physical Save | 66 |
| Spell Save | 79 |
| Mental Save | 76 |
Defense: Resistances
| Acid | + 49%( 77%) |
| Blight | + 55%( 77%) |
| Arcane | + 41%( 77%) |
| Cold | + 57%( 77%) |
| All | + 12%( 77%) |
| Physical | + 69%( 77%) |
| Lightning | + 51%( 77%) |
| Light | + 27%( 77%) |
| Temporal | + 44%( 77%) |
| Mind | + 66%( 77%) |
| Darkness | + 64%( 77%) |
| Fire | + 74%( 77%) |
| Nature | + 48%( 77%) |
Defense: Immunities
| Silence Resistance | 20% |
| Disarm Resistance | 37% |
| Knockback Resistance | 31% |
| Confusion Resistance | 99% |
| Stun Resistance | 80% |
| Pinning Resistance | 17% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 579 life over 5 turns. Its effects scale with your Cunning 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 200 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 629 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 77 up to 7 times. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Eldritch stone | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Zubinor the orc assassin. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the lost warrior from death by temporal hound. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by Islomina the great wolf. Escort: temporal explorer (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3770. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Gyradir' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +4 Dex / +8 Mag Changes resistances: +28% darkness / +30% temporal Changes resistances penetration: +19% temporal / +16% darkness / +10% physical Changes damage: +9% acid / +9% blight Critical mult.: +5.00% Disease immunity: +42% Life regen: +6.00 Stamina each turn: +1.00 Spellpower: +8 (+2 eff.) Healing mod.: +20% Defense after a teleport: +28 Resist all after a teleport: +20% New effects duration reduction after a teleport: +14% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of ash arrows 'Bilestinger' (15/15, 20-28 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +18 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 On weapon hit: * 20% chance to slow global speed by 57% Damage (Ranged): +8 cold / +16 nature Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +12 nature / +8 mind Arrows are used with bows to pierce your foes to death. |
| Light source | UlohellInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Defense: +12 (+4 eff.) Changes stats: +2 Mag / +7 Wil Critical mult.: +40.00% Physical save: +32 (+8 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+5 eff.) Blindness immunity: +20% Disease immunity: +10% Life regen: +2.00 Maximum mana: +40.00 Light radius: +5 Healing mod.: +26% Damage Shield penetration: +40% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Beugarig the drakeskin leather cap (0 def, 9 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +3.0% Armour: +9 Fatigue: +5% Changes resistances: +18% darkness / +14% light / +10% nature / +19% mind Spell save: +8 (+2 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +50% Only die when reaching: -80.00 life Maximum life: +109.00 Healing mod.: +17% A cap made of leather. |
| On hands | Duskward the voratun gauntlets (0 def, 17 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Armour: +17 Armour Hardiness: +15% Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 24% Damage (Melee): 13 darkness Damage when hit (Melee): 4 darkness Changes stats: +14 Con Changes resistances: +7% darkness / +7% physical Changes damage: +7% darkness / +15% arcane Critical mult.: +6.00% Spell crit. chance: +15% Mental crit. chance: +12% When used to modify unarmed attacks: Base power: 34.5 - 48.3 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +15.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 8% chance to reduce damage dealt by 24% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | voratun pickaxe 'Charfury' (dig speed 22 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +10.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 2 fire Changes stats: +11 Str / +10 Wil Changes resistances: +6% temporal / +6% darkness / +3% blight / +3% fire / +5% arcane Changes resistances penetration: +5% nature / +20% physical Critical mult.: +15.00% Spell save: +9 (+2 eff.) Mental crit. chance: +14% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Ce'Nulaith'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Changes stats: +9 Str / +3 Mag Changes resistances: +19% acid / +25% fire / +26% cold / +23% lightning Changes resistances penetration: +5% mind Critical mult.: +20.00% Life regen: +16.00 Equilibrium when hit: +0.04 Maximum life: +90.00 Infravision radius: +2 Healing mod.: +18% Rings make your fingers look great! |
| On fingers | ShadowsunPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +6% fire / +3% light / +18% arcane Changes resistances penetration: +10% acid Changes damage: +18% arcane Spell save: +9 (+2 eff.) Stun/Freeze immunity: +48% Life regen: +27.00 Maximum life: +100.00 Healing mod.: +18% Rings make your fingers look great! |
| Around neck | Brenugrim the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +2 Mag Changes resistances: +22% mind Changes resistances cap: +7% all Physical save: +39 (+10 eff.) Spell save: +24 (+5 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +39% Mana each turn: +0.12 Mana when firing critical spell: +2.09 Spellpower on spell critical (stacks up to 3 times): +8 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
| In main hand | Zuboriawen (0 def, 33 armour, 65-78 power, 251 block)Requires: - Shield usage training - Strength 48 Infused by nature Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.0 - 78.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +251 On weapon hit: * Deal physical damage equal to your armor (150) Damage (Melee): +24 physical When wielded/worn: Armour: +33 Fatigue: +8% Changes stats: +4 Wil Changes resistances: +20% mind / +17% physical Changes resistances penetration: +10% mind Changes damage: +12% mind Talent granted: +1 Block Maximum life: +40.00 Slows Projectiles: +21% Bonus block near projectiles: +110 Handheld deflection devices. |
| Around waist | drakeskin leather belt 'Squalorsquall'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +4.0% Physical power: +20 (+4 eff.) Defense: +20 (+7 eff.) Changes stats: +10 Cun Changes resistances penetration: +30% nature / +31% physical Maximum life: +70.00 Maximum stamina: +36.99 Light radius: +4 A belt that goes around your waist. |
| In off hand | voratun shield 'Grinochik' (10 def, 17 armour, 72-86 power, 209 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.0 - 86.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +209 On weapon hit: * Deal physical damage equal to your armor (150) When wielded/worn: Armour: +17 Defense: +10 (+3 eff.) Fatigue: +8% Changes resistances: +18% blight / +17% physical / +14% nature Talent granted: +1 Block Mental save: +6 (+2 eff.) Silence immunity: +20% Healing mod.: +10% Handheld deflection devices. |
| Cloak | Polurikira the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +6.0% Defense: +3 (+1 eff.) Changes stats: +2 Mag / +1 Cun / +1 Con Changes resistances: +17% nature / +19% blight Changes resistances penetration: +13% arcane Changes damage: +13% arcane Critical mult.: +38.00% Life regen: +9.00 Maximum life: +60.00 Maximum mana: +100.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +5% Infravision radius: +3 Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sparkkiller the voratun plate armour (0 def, 25 armour)Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +25 Fatigue: +22% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 29 Damage when hit (Melee): 34 darkness Changes resistances: +23% acid / +24% physical / +36% fire / +9% blight / +25% cold / +9% arcane / +21% lightning Changes resistances penetration: +15% blight Changes damage: +3% lightning / +9% blight / +9% all Grants telepathy: Demon/Major Demon/Minor Talent cooldown: Rush (-5 turns) Spell save: +25 (+5 eff.) Disarm immunity: +37% Stun/Freeze immunity: +32% Knockback immunity: +31% Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Rune of the Rift (482.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 525.38 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
manasurge rune of the titan (regen 1144% over 10 turns; mana 57; cd 13)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: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1144% for 10 turns (14 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 487; dur 4; cd 15)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: 15 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 487 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 528; dur 5; cd 17)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: 17 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 528 damage for 5 turns. Its effects scale with your Constitution 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. |
stormshield rune of the psychic (threshold 45; blocks 5; dur 4; cd 13)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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 45 up to 5 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 114; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 114 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Amydunador the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Changes stats: +1 Con / +3 Wil Critical mult.: +10.00% Maximum stamina: +10.00 Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
HaleyarinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +10 (+3 eff.) Changes stats: +2 Dex Changes resistances: +18% fire / +14% cold Changes damage: +18% physical Only die when reaching: -40.00 life Maximum stamina: +30.00 Amulets make your neck look great! |
IsledhethaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +11 Dex / +4 Mag / +7 Wil / +4 Cun Talent mastery: +0.23 Wild-gift / Earthen power Amulets make your neck look great! |
enraging voratun amulet of perfection (0.37 Cunning / Survival,0.37 Spell / Earth)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes damage: +8% physical Talent masteries: +0.37 Cunning / Survival +0.37 Spell / Earth Combat speed: +10% Amulets make your neck look great! |
voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +39% Infravision radius: +9 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Abyssward the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +8 Dex / +10 Wil / +19 Cun Changes resistances: +34% lightning / +15% fire Changes resistances penetration: +10% fire Changes damage: +17% lightning / +3% mind Critical mult.: +10.00% Mindpower: +25 (+8 eff.) Mental crit. chance: +3% Rings make your fingers look great! |
Armysus the RainstrikerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 nature Changes resistances: +5% blight / +5% nature / +24% lightning Changes resistances penetration: +20% nature Changes damage: +12% lightning Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +9 (+2 eff.) Poison immunity: +12% Disease immunity: +14% Rings make your fingers look great! |
BeridigCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +20 (+4 eff.) Changes stats: +11 Str / +10 Con Changes resistances: +12% lightning / +3% fire Stun/Freeze immunity: +30% Life regen: +3.00 Maximum stamina: +20.00 Rings make your fingers look great! |
Darkspike the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 darkness / 4 cold Changes stats: +7 Str / +7 Dex / +8 Cun / +5 Con Changes resistances penetration: +10% darkness / +20% cold Changes damage: +9% darkness Silence immunity: +27% Mana each turn: +0.20 Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
IssamahellPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +25 (+5 eff.) Defense: +5 (+2 eff.) Changes stats: +10 Cun / +4 Dex Changes resistances: +36% light Changes damage: +18% light / +12% physical Blindness immunity: +47% Stamina each turn: +3.00 Only die when reaching: -20.00 life Infravision radius: +5 See stealth: +20 See invisible: +23 Rings make your fingers look great! |
Nerelratira the StokespikerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +6% lightning / +5% arcane / +9% light Changes resistances penetration: +25% fire Stun/Freeze immunity: +26% Life regen: +3.00 Rings make your fingers look great! |
NoonwoeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes stats: +1 Dex Changes resistances: +6% light Changes resistances penetration: +10% physical Changes damage: +3% mind Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +23.00 Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Salywyn the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +15 (+5 eff.) Changes stats: +9 Dex Changes resistances: +12% lightning / +3% physical / +6% temporal Critical mult.: +5.00% Spell save: +6 (+2 eff.) Stun/Freeze immunity: +47% Life regen: +29.00 Only die when reaching: -40.00 life Maximum life: +77.00 Healing mod.: +17% Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 39% Changes stats: +6 Wil Changes resistances: +9% nature / +28% cold Changes damage: +14% cold Mental save: +12 (+3 eff.) Life regen: +13.00 Maximum life: +62.00 Healing mod.: +13% 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 Activation costs 1 power out of 1/1. "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? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings make your fingers look great! |
savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Rings make your fingers look great! |
treant's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% nature / +5% blight Poison immunity: +11% Disease immunity: +10% Rings make your fingers look great! |
wizard's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +3.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.inquisitor's voratun battleaxe of ruin (59-88 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Deals 83 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Armour penetration: +21 Physical crit. chance: +17.0% Critical mult.: +49.00% Massive two-handed battleaxes. |
Airburst the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Armour: +14 Damage when hit (Melee): 6 acid Changes stats: +5 Cun / +5 Dex Changes resistances: +12% acid / +3% darkness Changes damage: +12% lightning / +6% acid Maximum life: +56.00 Mental crit. chance: +14% It can be used to create a temporary shield that absorbs 338 damage Activation puts all charms on cooldown for 26 turns. A belt that goes around your waist. |
CloudbiterInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% acid / +6% lightning / +6% blight Changes damage: +9% mind Critical mult.: +5.00% Physical save: +9 (+2 eff.) Mental save: +12 (+3 eff.) Maximum life: +32.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +3% A belt that goes around your 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. |
Turigund the FilthtouchInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% darkness / +6% blight / +9% cold / +3% nature Maximum life: +35.00 A belt that goes around your waist. |
Zerihor the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag / +13 Wil / +3 Con Changes resistances: +6% temporal Changes resistances penetration: +20% acid Reduces incoming crit damage: 10.00% Mental save: +10 (+3 eff.) Maximum life: +82.00 A belt that goes around your waist. |
hardened leather belt 'Koretorain'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +10 Changes stats: +4 Con Changes resistances: +15% cold Changes resistances penetration: +20% physical Changes damage: +12% physical Spell save: +15 (+3 eff.) Life regen: +2.40 Healing mod.: +22% A belt that goes around your waist. |
insulating rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +5% cold Life regen: +0.70 Healing mod.: +10% A belt that goes around your waist. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Chalynaribers the elven-silk cloak (26 def, 19 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Armour: +19 Defense: +26 (+9 eff.) Changes stats: +6 Str / +2 Con Changes resistances: +30% cold Physical save: +37 (+9 eff.) Spell save: +17 (+4 eff.) Mental save: +21 (+5 eff.) Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Korahir the cashmere cloak (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes resistances: +6% blight / +24% cold / +5% arcane Stun/Freeze immunity: +20% Knockback immunity: +20% Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Murkstriker the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 * 20% chance to reduce damage dealt by 24% Changes resistances: +9% light / +16% blight / +20% darkness / +14% nature / +5% arcane Changes resistances penetration: +10% darkness Changes damage: +15% arcane / +12% blight Life regen: +7.00 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Veluwyn (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +5 Str / +3 Dex / +3 Mag / +1 Cun / +4 Con Changes resistances: +15% lightning Physical save: +11 (+3 eff.) Maximum life: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanidhera the Satyrsun (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 arcane Changes stats: +2 Wil / +2 Mag Changes resistances: +6% nature Maximum life: +32.00 Spellpower: +25 (+6 eff.) Damage Shield penetration: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poleminne the voratun gauntlets (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +8 Con Changes resistances: +12% temporal Changes resistances penetration: +10% temporal Changes damage: +3% physical / +3% temporal Physical save: +42 (+11 eff.) Spell save: +18 (+4 eff.) Mental save: +14 (+4 eff.) Disarm immunity: +62% Life regen: +8.00 Stamina each turn: +1.40 Maximum stamina: +19.00 When used to modify unarmed attacks: Base power: 32.0 - 44.8 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). Damage (Melee): +29 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Ulfogorn (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +5% arcane / +3% fire Changes damage: +4% arcane / +9% blight Mental save: +12 (+3 eff.) Knockback immunity: +20% Only die when reaching: -40.00 life Spellpower: +4 (+1 eff.) Healing mod.: +5% When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Boreromindur' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +4 Mag / +5 Cun Changes resistances: +5% light / +6% darkness Changes damage: +3% blight / +6% mind Talent cooldown: Double Strike (-1 turn) Critical mult.: +5.00% Physical save: +13 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +29% Psi when hit: +0.08 Infravision radius: +1 When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +15 Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). Damage (radius 2) on crit: +18 light / +17 darkness It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 81.18 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Raintickler' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +23 Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 39% Damage (Melee): 13 fire Changes stats: +14 Cun / +14 Dex Changes resistances: +6% cold / +7% fire Changes resistances penetration: +5% acid Changes damage: +18% acid / +4% fire / +6% cold When used to modify unarmed attacks: Base power: 32.5 - 45.5 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +33 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). Damage (radius 2) on crit: +15 fire It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 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. |
Chamagar (18 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +12 Defense: +18 (+6 eff.) Fatigue: +5% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight Changes stats: +8 Cun Changes resistances: +5% all Changes damage: +6% blight Physical save: +35 (+9 eff.) Spell save: +15 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +6 A cap made of leather. |
Halyfast (0 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Changes stats: +9 Str / +2 Dex / +6 Wil Mental save: +13 (+3 eff.) Stamina when hit: +2.00 Equilibrium when hit: +2.20 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +20.00 Light radius: +2 Infravision radius: +3 A cap made of leather. |
Radhemas the elven-silk wizard hat (3 def, 6 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +3 Str / +12 Wil / +12 Cun Changes resistances: +15% fire / +5% arcane / +15% cold Mental save: +9 (+2 eff.) Cut immunity: +21% Mindpower: +11 (+3 eff.) Infravision radius: +3 A pointy cloth hat, very wizardly... |
voratun helm 'Tideream' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +8 Mag / +12 Wil / +5 Con Changes resistances: +6% acid / +15% cold Changes resistances penetration: +10% acid Changes damage: +18% blight / +12% cold / +17% arcane Physical save: +9 (+2 eff.) Mental save: +20 (+5 eff.) Spell crit. chance: +4% Light radius: +1 It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tarrumakhad the Glowsweep (0 def, 29 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +29 Fatigue: +22% Damage when hit (Melee): 4 blight Changes resistances: +49% acid / +26% physical / +9% light / +25% fire / +6% blight / +28% cold / +23% lightning / +5% all Changes resistances penetration: +15% light Changes damage: +9% light Talent cooldown: Rush (-5 turns) Disarm immunity: +36% Stun/Freeze immunity: +33% Knockback immunity: +34% A suit of armour made of metal plates. |
Eariran the Blazeminister (0 def, 19 armour, 74-88 power, 308 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.5 - 88.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +308 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * reduce the cooldown of your ward talent by 1 Damage (Melee): +4 fire / +30 physical When wielded/worn: Armour: +19 Fatigue: +8% Changes stats: +4 Dex / +2 Mag / +6 Wil / +7 Cun / +6 Con Changes resistances: +19% physical Maximum wards: +6 lightning / +7 temporal / +7 darkness / +7 fire / +7 nature / +8 blight / +7 cold / +7 arcane / +7 light Changes damage: +3% fire Talents granted: +1 Ward +1 Block Physical save: +12 (+3 eff.) Slows Projectiles: +31% Bonus block near projectiles: +82 Handheld deflection devices. |
Floewild (0 def, 10 armour, 74-89 power, 200 block)Requires: - Shield usage training - Strength 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 74.0 - 88.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +200 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +12 cold When wielded/worn: Accuracy: +23 (+6 eff.) Physical crit. chance: +16.0% Physical power: +13 (+3 eff.) Armour: +10 Fatigue: +8% Changes stats: +9 Str / +11 Dex Changes resistances: +12% acid / +3% darkness / +9% blight / +17% mind / +3% lightning Talent granted: +1 Block Handheld deflection devices. |
1533 alchemist agate0.00 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. |
68 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
topaz0.00 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.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Shockpyre (dig speed 22 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20% chance to reduce armor by 39% Changes stats: +7 Str Changes resistances: +9% lightning Changes resistances penetration: +20% acid Changes damage: +12% lightning / +3% acid Physical save: +14 (+4 eff.) Spell save: +9 (+2 eff.) Mental save: +15 (+4 eff.) Maximum life: +68.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
voratun pickaxe 'Undeathstinger' (dig speed 21 turns)Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Effects on melee hit: * 20% chance to slow global speed by 57% Damage when hit (Melee): 2 nature Changes stats: +12 Str / +8 Wil Changes resistances: +9% blight / +14% nature Changes damage: +8% fire / +11% mind / +15% nature Mental save: +13 (+3 eff.) Mental crit. chance: +11% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused 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. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
jade0.00 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Kindlefurnace'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes resistances: +6% light / +24% cold Changes resistances penetration: +20% light / +11% all Changes damage: +6% cold Physical save: +8 (+2 eff.) Blindness immunity: +32% Confusion immunity: +18% Light radius: +11 See stealth: +14 See invisible: +17 Healing mod.: +18% It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Mayubreth'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% lightning Critical mult.: +10.00% Spell save: +9 (+2 eff.) Maximum life: +50.00 Mindpower: +10 (+3 eff.) Light radius: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Sleetnull'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +3 Cun / +2 Mag Changes resistances: +12% cold Reduces incoming crit damage: 15.00% Physical save: +23 (+6 eff.) Spell save: +12 (+3 eff.) Mental save: +14 (+4 eff.) Light radius: +8 Healing mod.: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of the sunPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% darkness / +7% blight Changes damage: +8% light Damage affinity(heal): +5% light Life regen: +7.00 Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 170.30 light damage. At talent level 3 you gain 30% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal FocusPowered 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) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
68 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Sleetgasher the voratun torque of gale force [power 310] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +12% light Changes damage: +3% blight / +6% cold Spell save: +6 (+2 eff.) Mana each turn: +0.08 It can be used to project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 338 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 47% for 2 turns. * Gain a 40% chance to evade weapon attacks for 2 turns. * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Emelonne the elm totem of healing [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Changes resistances: +1% physical Physical save: +3 (+1 eff.) Spell save: +6 (+2 eff.) Disease immunity: +10% Maximum life: +60.00 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Nodolach the Thunderwill [power 320] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +7 Str Changes resistances: +15% blight Changes damage: +12% lightning / +24% physical Critical mult.: +10.00% Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 13 turns. When used: * Gain a 21% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
22 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Goryharatir [power 440] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes damage: +6% blight Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +20 (+5 eff.) It can be used to create a shield absorbing up to 440 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Reduce 3 talent cooldowns by 2. * Reduce fatigue by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered 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 Activation costs 26 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. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
27 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
73 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
19 amber0.00 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 39
11st Gold 123rd year of Ascendancy at 13:43 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 42
11st Profit 123rd year of Ascendancy at 02:37 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 50
8th Iron 124th year of Ascendancy at 08:16 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 39
11st Gold 123rd year of Ascendancy at 17:22 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 49
7th Wealth 123rd year of Ascendancy at 05:03 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 50
28th Loss 123rd year of Ascendancy at 08:38 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 50
24th Loss 123rd year of Ascendancy at 01:19 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 46
21st Profit 123rd year of Ascendancy at 11:41 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 43
14th Profit 123rd year of Ascendancy at 07:42 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 9
26th Voratun 122nd year of Ascendancy at 02:01 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 44
17th Profit 123rd year of Ascendancy at 09:05 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 32
27th Steel 123rd year of Ascendancy at 21:37 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 31
22nd Steel 123rd year of Ascendancy at 17:23 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 22
11st Dearth 122nd year of Ascendancy at 20:03 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 32
24th Steel 123rd year of Ascendancy at 10:30 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Spellbeard McDoubleSheild the Dwarf Stone Warden level 39
20th Gold 123rd year of Ascendancy at 04:53 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 50
4th Shortage 124th year of Ascendancy at 10:33 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 33
29th Steel 123rd year of Ascendancy at 08:04 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 50
28th Loss 123rd year of Ascendancy at 13:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 10
3rd Acquisition 122nd year of Ascendancy at 23:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 20
11st Wealth 122nd year of Ascendancy at 02:34 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 30
9th Shortage 122nd year of Ascendancy at 13:43 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 40
20th Gold 123rd year of Ascendancy at 22:08 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 50
15th Wealth 123rd year of Ascendancy at 15:07 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 50
31st Stralite 124th year of Ascendancy at 20:08 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 50
20th Stralite 124th year of Ascendancy at 22:54 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 26
29th Dearth 122nd year of Ascendancy at 10:06 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 50
25th Voratun 124th year of Ascendancy at 04:30 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 43
14th Profit 123rd year of Ascendancy at 13:41 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 28
41st Dearth 122nd year of Ascendancy at 13:23 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 45
17th Profit 123rd year of Ascendancy at 12:07 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 20:21 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 50
28th Stralite 124th year of Ascendancy at 11:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 9
3rd Acquisition 122nd year of Ascendancy at 12:06 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 50
24th Steel 124th year of Ascendancy at 22:23 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 41
30th Stralite 123rd year of Ascendancy at 23:08 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 50
6th Iron 124th year of Ascendancy at 05:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 12
29th Profit 122nd year of Ascendancy at 06:57 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 50
25th Wealth 123rd year of Ascendancy at 23:37 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 41
30th Stralite 123rd year of Ascendancy at 03:58 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 23
13rd Dearth 122nd year of Ascendancy at 01:36 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 16
42nd Profit 122nd year of Ascendancy at 14:09 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 50
6th Gold 124th year of Ascendancy at 00:41 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Spellbeard McDoubleSheild the Dwarf Stone Warden level 38
9th Gold 123rd year of Ascendancy at 03:38 see stats
Log
Argoniel performs a melee critical strike against Spellbeard McDoubleSheild!
Spellbeard McDoubleSheild counter attacks Argoniel with his shield shards!
Spellbeard McDoubleSheild performs a melee critical strike against Argoniel!
Argoniel's is vulnerable to attacks and effects!
Spellbeard McDoubleSheild is covered in acid!
Argoniel performs a melee critical strike against Spellbeard McDoubleSheild!
Umber hulk is seized by a stone vine.
Spellbeard McDoubleSheild damages himself through Martyrdom!
Argoniel hits Spellbeard McDoubleSheild for 96 physical, 24 lightning, 31 cold, 1 darkness, 0 arcane, 6 nature, 2 physical, 0 darkness, 1 arcane, 7 physical, 2 nature, 0 darkness, 1 arcane, 7 physical, 137 physical, 1 darkness, 0 arcane (316 total damage).
Acid Splash from Argoniel hits Spellbeard McDoubleSheild for 36 acid damage.
Melee retaliation hits Argoniel for 4 darkness, 0 fire, 3 arcane, 4 darkness, 0 fire, 3 arcane (14 total damage).
Spellbeard McDoubleSheild hits Argoniel for 31 nature, 12 physical, 2 darkness, 6 arcane, 46 physical, 12 nature, 2 darkness, 6 arcane, 47 physical (163 total damage).
Burning Shock from Elandar hits Spellbeard McDoubleSheild for 50 fire damage.
Burning from Elandar hits Spellbeard McDoubleSheild for 220 fire damage.
Argoniel receives 68 healing from Blood Splash.
Elandar casts Mirror Image.
Elandar's cleansing fire area effect hits Spellbeard McDoubleSheild for 52 fire damage.
The fabric of time around Elandar stabilizes to normal.
Spellbeard McDoubleSheild damages himself through Martyrdom!
Elandar hits Elandar for (10 to time), 0 fire (0 total damage).
Insidious Poison from Spellbeard McDoubleSheild hits Argoniel for 5 nature damage.
Bleeding from Spellbeard McDoubleSheild hits Argoniel for 17 physical damage.
Argoniel hits Spellbeard McDoubleSheild for 2 physical, 1 nature (3 total damage).
Spellbeard McDoubleSheild damages himself through Martyrdom!
Umber hulk hits Spellbeard McDoubleSheild for (5 flat reduction), 0 nature, (5 flat reduction), 0 arcane (0 total damage).
Stone Vine from Spellbeard McDoubleSheild hits Umber hulk for 28 nature, 40 arcane (69 total damage).
Elandar casts Manathrust.
Elandar's spell attains critical power!
Elandar hits Spellbeard McDoubleSheild for 914 arcane damage.
Spellbeard McDoubleSheild the level 50 dwarf stone warden was blasted to death by a Elandar on level 11 of High Peak.































































































































