Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 19 / 83% |
Size | medium |
Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 4 on the 15th Profit 122nd year of Ascendancy at 07:24 / 47Killed by Ben Cruthdar, the Cursed at level 4 on the 15th Profit 122nd year of Ascendancy at 08:14 Killed by brecklorn at level 5 on the 6th Loss 122nd year of Ascendancy at 16:59 Killed by brittle clear ooze at level 10 on the 13rd Iron 123rd year of Ascendancy at 04:31 Killed by brittle clear ooze at level 10 on the 13rd Iron 123rd year of Ascendancy at 05:26 Killed by brittle clear ooze at level 10 on the 13rd Iron 123rd year of Ascendancy at 06:16 Killed by brittle clear ooze at level 10 on the 13rd Iron 123rd year of Ascendancy at 06:53 Killed by Viri at level 11 on the 13rd Iron 123rd year of Ascendancy at 21:05 Killed by Viri at level 11 on the 13rd Iron 123rd year of Ascendancy at 22:15 Killed by Xanyvena the broken golem at level 12 on the 23rd Iron 123rd year of Ascendancy at 00:50 Killed by Xanyvena the broken golem at level 12 on the 23rd Iron 123rd year of Ascendancy at 01:12 Killed by Mayirin the Guardian at level 12 on the 19th Steel 123rd year of Ascendancy at 06:21 Killed by orc master wyrmic at level 12 on the 20th Steel 123rd year of Ascendancy at 11:33 Killed by orc master wyrmic at level 12 on the 20th Steel 123rd year of Ascendancy at 12:12 Killed by orc master wyrmic at level 12 on the 20th Steel 123rd year of Ascendancy at 12:52 Killed by orc master wyrmic at level 12 on the 20th Steel 123rd year of Ascendancy at 16:59 Killed by orc master wyrmic at level 12 on the 20th Steel 123rd year of Ascendancy at 17:30 Killed by devourer at level 12 on the 40th Steel 123rd year of Ascendancy at 10:11 Killed by devourer at level 12 on the 40th Steel 123rd year of Ascendancy at 10:21 Killed by Glulaith the slaver at level 12 on the 5th Stralite 123rd year of Ascendancy at 00:13 Killed by armoured skeleton warrior at level 13 on the 20th Stralite 123rd year of Ascendancy at 02:52 Killed by armoured skeleton warrior at level 13 on the 20th Stralite 123rd year of Ascendancy at 03:28 Killed by ultimate gwelgoroth at level 15 on the 7th Voratun 123rd year of Ascendancy at 08:03 Killed by Gywen the Guardian at level 15 on the 16th Profit 123rd year of Ascendancy at 02:48 Killed by Gywen the Guardian at level 15 on the 16th Profit 123rd year of Ascendancy at 03:03 Killed by Gywen the Guardian at level 15 on the 16th Profit 123rd year of Ascendancy at 04:09 Killed by devourer at level 15 on the 33rd Profit 123rd year of Ascendancy at 23:02 Killed by Islemilrama the ghoul at level 15 on the 33rd Profit 123rd year of Ascendancy at 23:24 Killed by skeleton mage at level 15 on the 34th Profit 123rd year of Ascendancy at 06:21 Killed by ghast at level 15 on the 37th Profit 123rd year of Ascendancy at 00:18 Killed by lesser vampire at level 16 on the 37th Profit 123rd year of Ascendancy at 22:57 Killed by skeleton warrior at level 16 on the 38th Profit 123rd year of Ascendancy at 09:54 Killed by Vorumitha the elder vampire at level 16 on the 17th Dearth 123rd year of Ascendancy at 17:58 Killed by Celia at level 16 on the 17th Dearth 123rd year of Ascendancy at 19:02 Killed by Forgery of Haze (Vorumitha the elder vampire) at level 16 on the 17th Dearth 123rd year of Ascendancy at 19:24 Killed by Xanidawen the skeleton archer at level 16 on the 33rd Dearth 123rd year of Ascendancy at 15:26 Killed by bandit at level 17 on the 9th Loss 123rd year of Ascendancy at 03:41 Killed by Betuvea the giant yellow ant at level 17 on the 9th Loss 123rd year of Ascendancy at 08:36 Killed by storm drake at level 19 on the 12nd Iron 124th year of Ascendancy at 12:02 Killed by Urkis, the High Tempest at level 19 on the 12nd Iron 124th year of Ascendancy at 14:39 Killed by Burb the snow giant champion at level 19 on the 14th Iron 124th year of Ascendancy at 01:30 Killed by Burb the snow giant champion at level 19 on the 14th Iron 124th year of Ascendancy at 12:33 Killed by Gywen the Guardian at level 19 on the 28th Iron 124th year of Ascendancy at 01:07 Killed by Gywen the Guardian at level 19 on the 28th Iron 124th year of Ascendancy at 01:27 Killed by orc elite berserker at level 19 on the 17th Steel 124th year of Ascendancy at 23:56 Killed by skeleton archer at level 19 on the 18th Steel 124th year of Ascendancy at 00:09 Killed by orc elite berserker at level 19 on the 18th Steel 124th year of Ascendancy at 01:21 |
Antimagic | Follower |
Primary Stats
Strength | 47 (base 43) |
Dexterity | 18 (base 20) |
Constitution | 42 (base 35) |
Magic | 9 (base 10) |
Willpower | 16 (base 11) |
Cunning | 10 (base 10) |
Resources
Life | -65/591 |
Stamina | 169/169 |
Healing Factor | 1.2005288858403 |
Regeneration | 30.035168085033 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +66.666666666667% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 2 |
Offense: Mainhand
Damage | 78 |
Accuracy | 29 |
Crit Chance | 4% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 9 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 15.2 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Mind | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 53.2 (93.924050632911%) |
Defense | 20.4 |
Ranged Defense | 20.4 |
Fatigue | 42 |
Physical Save | 27.441176470588 |
Spell Save | 39.641176470588 |
Mental Save | 12.832352941176 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 13%( 70%) |
Fire | + 30%( 70%) |
Cold | + 35%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 70% |
Inscriptions (2/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | Slowed by 50% and taking 13 crushing damage per turn. Imploding (slow) |
beneficial effect | The target is recovering 9 life each turn and its healing modifier has been increased by 20%. Recovery |
beneficial effect | You gain 5% resistance against blight. Resolve |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the lost anorithil from death by sick giant brown rat. Escort: lost anorithil (level 1 of Heart of the Gloom) | failed |
You failed to protect the lost anorithil from death by Wrathroot. Escort: lost anorithil (level 4 of Old Forest) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 3 of Dreadfell) | failed |
You failed to protect the repented thief from death by skeleton master archer. Escort: repented thief (level 4 of Dreadfell) | failed |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope has completed an elixir of brawn without your aid. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Adakira (0 def, 3 armour) Adakira (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Mag Changes resistances: +8% cold / +7% fire Maximum vim: +50.00 A pair of boots made of leather. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
On head | Vorolaith the iron helm (0 def, 3 armour) Vorolaith the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when the wearer is hit: 4 mind Changes resistances: +6% cold / +6% fire Changes damage: +6% mind Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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 main hand | dwarven-steel longsword of massacre (28.5-39.9 power, 4 apr) dwarven-steel longsword of massacre (28.5-39.9 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light 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. |
In off hand | Coral Spray (8 def, 8 armour, 18 dam, 48 block) Coral Spray (8 def, 8 armour, 18 dam, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage when this weapon hits: +10 cold When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 When you block an attack, there is a chance that a spray of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Main armor | Armuhek the steel plate armour (4 def, 9 armour) Armuhek the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Damage when the wearer hits(melee): 4 mind Damage when the wearer is hit: 8 mind Changes resistances: +16% acid A suit of armour made of metal plates. |
Around neck | copper amulet of willpower (+2) copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Amulets can have magical properties. |
Inventory
insidious poison infusion (20 nature damage, 33% healing reduction) insidious poison infusion (20 nature damage, 33% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 19.71 nature damage per turns for 7 turns, and reducing the target's healing received by 33%. The sudden stream of natural forces also strips you of one random detrimental magical 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 ability. |
insidious poison infusion (20 nature damage, 23% healing reduction) insidious poison infusion (20 nature damage, 23% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3.0 Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 20.29 nature damage per turns for 7 turns, and reducing the target's healing received by 23%. The sudden stream of natural forces also strips you of one random detrimental magical 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 ability. |
Newly picked up insidious poison infusion of the psychic (15 nature damage, 20% healing reduction)insidious poison infusion of the psychic (15 nature damage, 20% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3.0 Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 14.57 nature damage per turns for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Newly picked up movement infusion of the psychic (589% speed; 4 turns)movement infusion of the psychic (589% speed; 4 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 589% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 60 over 5 turns) regeneration infusion (heal 60 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Newly picked up regeneration infusion of the warrior (heal 220 over 5 turns)regeneration infusion of the warrior (heal 220 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 6; power 76; turns 5; dispells darkness) sun infusion of the warrior (rad 6; power 76; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 38). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 76) for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
frozen spear rune of the titan (203 cold damage) frozen spear rune of the titan (203 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5.0 Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 202.60 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
manasurge rune of the warrior (1046% regen over 10 turns; 52 instant mana) manasurge rune of the warrior (1046% regen over 10 turns; 52 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1046% over 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 9; power 15; dur 5) phase door rune (range 9; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 70 for 5 turns) shielding rune (absorb 70 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 70 damage for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Newly picked up shielding rune (absorb 118 for 6 turns)shielding rune (absorb 118 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 118 damage for 6 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Newly picked up shielding rune of the psychic (absorb 98 for 3 turns)shielding rune of the psychic (absorb 98 for 3 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 98 damage for 3 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 ability. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 138 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in the Age of Dusk, in an attempt to enhance their connection with Nature. |
Mayann MayannPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +6% blight Silence immunity: +5% Teleport immunity: +50% It can be used to teleports you randomly (rad 31), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
flaming steel battleaxe (17-25.5 power, 2 apr) flaming steel battleaxe (17-25.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.0 - 25.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire Massive two-handed battleaxes. |
flaming dwarven-steel dagger of amnesia (16.5-21.45 power, 7 apr) flaming dwarven-steel dagger of amnesia (16.5-21.45 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown Burst (radius 1) on hit: +7 fire When wielded/worn: Damage when the wearer is hit: 7 mind Sharp, short and deadly. |
hateful steel dagger (11-14.3 power, 6 apr) hateful steel dagger (11-14.3 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +5 darkness Damage against: +6% Humanoid Sharp, short and deadly. |
steel dagger (11-14.3 power, 6 apr) steel dagger (11-14.3 power, 6 apr)Requires: - Dexterity 16 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
dwarven-steel greatmaul 'Guyamira' (39.5-59.25 power, 2 apr) dwarven-steel greatmaul 'Guyamira' (39.5-59.25 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +9 Defense: +9 Damage when the wearer hits(melee): 2 temporal Damage when the wearer is hit: 4 mind Massive two-handed maul. |
huntsman's steel greatsword (21.5-34.4 power, 2 apr) huntsman's steel greatsword (21.5-34.4 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +8 nature Damage against: +11% Animal Massive two-handed swords. |
swiftstrike ash longbow of nature swiftstrike ash longbow of natureRequires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +7 Travel speed: +200% Damage when this weapon hits(ranged): +7 nature When wielded/worn: Changes resistances: +3% all Changes resistances penetration: +6% nature Longbows are used to shoot arrows at your foes. |
Turigund (23-32.2 power, 4 apr) Turigund (23-32.2 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Defense: +4 Changes resistances: +6% lightning / +3% light Critical mult.: +13.00% Physical save: +9 Blunt and deadly. |
insidious steel mace (12.5-17.5 power, 3 apr) insidious steel mace (12.5-17.5 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +10 insidious poison Blunt and deadly. |
horrifying vined mindstar of clarity (5-5.5 power, 18 apr, nature damage) horrifying vined mindstar of clarity (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 mind / 3 darkness Changes damage: +3% mind / +4% darkness Mental save: +2 Maximum psi: +10.00 Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling cured leather slingRequires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling of recursion cured leather sling of recursionRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). Damage conversion: 27% temporal Slings are used to hurl stones or metal shots at your foes. |
Dreromistir (20-24 power, 4 apr, arcane damage) Dreromistir (20-24 power, 4 apr, arcane damage)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% arcane Changes damage: +20% arcane Talent granted: +1 Command Staff Spell save: +3 Cut immunity: +5% Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Geroddafang (10-12 power, 2 apr, darkness damage) Geroddafang (10-12 power, 2 apr, darkness damage)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 Changes stats: +2 Cun / +1 Dex Damage when the wearer is hit: 4 blight Maximum wards: +2 darkness Changes damage: +10% darkness Talents granted: +1 Command Staff +2 Ward Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of power (15-18 power, 3 apr, cold damage) ash magestaff of power (15-18 power, 3 apr, cold damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +10 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Isama' (15-18 power, 3 apr, blight damage) ash vilestaff 'Isama' (15-18 power, 3 apr, blight damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Blight Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Str / +1 Dex / +2 Wil / +1 Cun Damage when the wearer hits(melee): 16 shadowflame Changes resistances penetration: +8% blight Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +10 Spell crit. chance: +8% Infravision radius: +2 See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
acidic steel waraxe (12-16.8 power, 3 apr) acidic steel waraxe (12-16.8 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +9 acid One-handed war axes. |
cashmere cloak 'Arerith' (2 def, 0 armour) cashmere cloak 'Arerith' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Wil / +3 Mag Psi per kill: +3.00 Maximum hate: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Airparry (0 def, 4 armour) Airparry (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Physical power: +6 Armour: +4 Fatigue: -1% Changes resistances penetration: +7% physical / +10% lightning Stamina each turn: +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aerorachik the Brightsear (0 def, 2 armour) Aerorachik the Brightsear (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 Armour: +2 Changes stats: +3 Dex / +1 Wil Mental save: +3 Maximum hate: +8.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 120.40 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xelrassra (0 def, 4 armour) Xelrassra (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Con Changes resistances: +12% acid Changes resistances penetration: +10% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of constitution (+3) (0 def, 3 armour) stabilizing iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Physical save: +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant steel mail armour of Eyal (2 def, 6 armour) radiant steel mail armour of Eyal (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +2 Wil Damage when the wearer is hit: 4 light Changes resistances: +10% darkness / +12% blight Life regen: +1.40 Maximum life: +45.00 Light radius: +1 Healing mod.: +10% A suit of armour made of mail. |
Shinenull (3 def, 6 armour) Shinenull (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Damage when the wearer is hit: 4 light Changes resistances: +30% acid Changes resistances penetration: +10% light A suit of armour made of leather. |
cured leather armour (2 def, 4 armour) cured leather armour (2 def, 4 armour)Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% A suit of armour made of leather. |
acidic dwarven-steel shield (8 def, 2 armour, 31 dam, 86.5 block) acidic dwarven-steel shield (8 def, 2 armour, 31 dam, 86.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.5% Block value: +86 Damage when this weapon hits: +10 acid blind When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer hits(melee): 8 acid Damage when the wearer is hit: 12 acid Talent granted: +3 Block Handheld deflection devices |
huntsman's quiver of elm arrows (6/6, 9-12.6 power, 5 apr) huntsman's quiver of elm arrows (6/6, 9-12.6 power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 9.0 - 12.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 6 Damage when this weapon hits(ranged): +7 nature Damage against: +5% Animal Arrows are used with bows to pierce your foes to death. |
icy quiver of ash arrows (13/13, 16.5-23.1 power, 7 apr) icy quiver of ash arrows (13/13, 16.5-23.1 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 16.5 - 23.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 13 Damage when this weapon hits(ranged): +9 ice Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows of accuracy (10/10, 10.5-14.7 power, 5 apr) quiver of elm arrows of accuracy (10/10, 10.5-14.7 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 10.5 - 14.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 10 Arrows are used with bows to pierce your foes to death. |
42 alchemist agate 42 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. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
alchemist's lamp alchemist's lamp1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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, costing 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. |
pouch of steel shots 'Hathugaldir' (21/21, 21.5-25.8 power, 2 apr) pouch of steel shots 'Hathugaldir' (21/21, 21.5-25.8 power, 2 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 21 Damage when this weapon hits(ranged): +6 darkness / +4 arcane Burst (radius 2) on crit: +4 arcane Damage against: +7% Humanoid Shots are used with slings to pummel your foes to death. |
quick steel torque of clear mind [power 1] (14 cooldown) quick steel torque of clear mind [power 1] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, placing all other charms into a 14 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield [power 45] (20 cooldown) steel torque of charged psionic shield [power 45] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning and blight damage by 45 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
yew totem of thorny skin [power 37] (20 cooldown) yew totem of thorny skin [power 37] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 6 turns increasing armour by 37 and armour hardiness by 50%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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% Gems can be sold for money or used in arcane rituals. |
amber 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% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Viri the Dwarf Bulwark level 12
15th Stralite 123rd year of Ascendancy at 23:51 see stats
By Viri the Dwarf Bulwark level 8
18th Loss 122nd year of Ascendancy at 21:07 see stats
By Viri the Dwarf Bulwark level 16
38th Profit 123rd year of Ascendancy at 14:53 see stats
By Viri the Dwarf Bulwark level 19
12nd Iron 124th year of Ascendancy at 14:58 see stats
By Viri the Dwarf Bulwark level 10
5th Iron 123rd year of Ascendancy at 23:52 see stats
By Viri the Dwarf Bulwark level 9
16th Shortage 122nd year of Ascendancy at 18:50 see stats
By Viri the Dwarf Bulwark level 4
19th Voratun 122nd year of Ascendancy at 06:32 see stats
By Viri the Dwarf Bulwark level 10
8th Iron 123rd year of Ascendancy at 23:55 see stats
By Viri the Dwarf Bulwark level 12
4th Gold 123rd year of Ascendancy at 04:49 see stats
Log
Viri is invigorated by the attack!
The shattering blow creates a shockwave!
Viri is being crushed.
Orc elite berserker hits Viri for 7 light, 70 physical, 10 blight, 15 physical, 0 physical, 13 physical (115 total damage).
Viri hits Orc elite berserker for 70 physical, 4 mind, 11 mind (85 total damage).
Imploding (slow) from Orc elite berserker hits Viri for 13 physical damage.
Orc elite berserker rushes out!
Viri is recovering from the damage!
Viri is invigorated by the attack!
The shattering blow creates a shockwave!
Orc elite berserker resists the mind attack!
Orc elite berserker hits Viri for 59 physical, 10 blight, 15 physical, 0 physical, 13 physical (97 total damage).
Viri hits Orc elite berserker for 6 mind damage.
Skeleton archer's Shoot hits Viri for 63 physical damage.
Imploding (slow) from Orc elite berserker hits Viri for 13 physical damage.
Viri's mind surges with critical power!
Viri is invigorated by the attack!
Orc elite berserker hits Viri for 7 light damage.
Viri hits Orc elite berserker for 73 physical, 4 mind (77 total damage).
Skeleton archer's Shoot hits Viri for 74 physical damage.
Orc elite berserker rushes out!
Viri is invigorated by the attack!
The shattering blow creates a shockwave!
Orc elite berserker resists the mind attack!
Orc elite berserker hits Viri for 58 physical, 10 blight, 15 physical, 0 physical (83 total damage).
Viri hits Orc elite berserker for 6 mind damage.
Viri is no longer pinned.
Imploding (slow) from Orc elite berserker hits Viri for 13 physical damage.
Orc elite berserker uses Stunning Blow.