Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official 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:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 22 / 51% |
Size | medium |
Lifes / Deaths | Killed by snow giant boulder thrower at level 18 on the 29th Loss 122nd year of Ascendancy at 02:13 0 / 7Killed by fire drake at level 18 on the 2nd Iron 123rd year of Ascendancy at 07:27 Killed by heavy bone giant at level 20 on the 30th Gold 123rd year of Ascendancy at 02:57 Killed by Grand Corruptor at level 22 on the 10th Profit 123rd year of Ascendancy at 10:13 Killed by Belassra the vampire at level 22 on the 15th Profit 123rd year of Ascendancy at 14:36 Killed by Belassra the vampire at level 22 on the 15th Profit 123rd year of Ascendancy at 16:14 Killed by Celia at level 22 on the 15th Profit 123rd year of Ascendancy at 23:10 |
Primary Stats
Strength | 34 (base 17) |
Dexterity | 13 (base 10) |
Constitution | 37 (base 29) |
Magic | 43 (base 37) |
Willpower | 50 (base 35) |
Cunning | 23 (base 10) |
Resources
Life | -135/679 |
Mana | 237/376 |
Equilibrium | 58 |
Healing Factor | 1 |
Regeneration | 80.89 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -37.5% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 66 |
Accuracy | 23 |
Crit Chance | 9% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 23 |
Crit Chance | 9% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 78.4 (74.117647058824%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 49 |
Physical Save | 40 |
Spell Save | 38 |
Mental Save | 47 |
Defense: Resistances
All | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 403 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Stone | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Vines |
talent | Shards |
talent | Eldritch Infusion |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | A flow of life spins around the target, regenerating 80.64 life per turn. Regeneration |
beneficial effect | The target's skin reacts to damage, granting 30 armour. Stoneskin |
detrimental effect | Huge cut that bleeds, doing 12.40 physical damage per turn. Bleeding |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
beneficial effect | The target ignores pain, reducing all damage taken by 26%. Pain Suppression |
detrimental effect | The target is blinded, unable to see anything and takes 21.61 darkness damage per turn. Bane of Blindness |
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 successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | 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 successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 18. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vial of squid ink. * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within6 lumberjacks have died. | 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 | [vs. The Black Boots (2 def, 1 armour) (On feet)] The Black Boots (2 def, 1 armour)The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+0 eff.) (-) Fatigue: +2% (-) Changes stats: +4(-) Cun Stealth bonus: +10 (-) Movement speed: +12% (-) Shadow Power: +5 (-) Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Light source | [vs. Turisus the Light's kiss (Light source)] Turisus the Light's kissTurisus the Light's kiss Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-30) item light blind Changes resistances: +6%(-) light Maximum life: +49.00 (-) Light radius: +4 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | [vs. Steel Helm of Garkul (0 def, 6 armour) (On head)] Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Changes stats: +5(-) Str / +4(-) Wil / +5(-) Con Changes damage: +10%(-) physical Talent masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+5 eff.) (-) Spell save: +12 (+6 eff.) (-) Mental save: +12 (+4 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | [vs. Storm Bringer's Gauntlets (0 def, 3 armour) (On hands)] Storm Bringer's Gauntlets (0 def, 3 armour)Storm Bringer's Gauntlets (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 (-) Changes stats: +4(-) Mag Changes resistances: +15%(-) lightning Changes resistances cap: +5%(-) lightning Changes damage: +10%(-) lightning Critical mult.: +20.00% (-) Spell crit. chance: +5% (-) It can be used to activate talent Chain Lightning (costing 16 power out of 12/16) : Effective talent level: 3.0 Power cost: 16 out of 12/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 32.36 to 97.09 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | [vs. Prox's Lucky Halfling Foot (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | [vs. sneakthief's gold ring of frost (+24%) (On fingers, 1 of 2)] sneakthief's gold ring of frost (+24%)sneakthief's gold ring of frost (+24%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) (-) Changes stats: +6(-) Cun / +5(-) Dex Changes resistances: +24%(-) cold Changes damage: +12%(-) cold Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. sneakthief's gold ring of frost (+24%) (On fingers, 1 of 2)] psionicist's steel ring of fire (+28%)psionicist's steel ring of fire (+28%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Changes stats: +0(-5) Dex / +4 Wil / +0(-6) Cun Changes resistances: +0%(-24%) cold / +28% fire Changes damage: +0%(-12%) cold / +14% fire Mental save: +8 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. grounding gold amulet (Around neck)] grounding gold amuletgrounding gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10%(-) lightning Stun/Freeze immunity: +22% (-) Amulets can have magical properties. |
In main hand | [vs. Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) (In main hand, 1 of 2)] Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Coral Spray (8 def, 8 armour, 18-25.2 power, 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: +2.5% procs dam / acc Physical crit. chance: +2.0% (-) Block value: +48 (-) Damage (Melee): +10(-) cold When wielded/worn: Armour: +8 (-) Defense: +8 (+0 eff.) (-) Fatigue: +12% (-) Changes resistances: +10%(-) fire / +15%(-) cold Talents granted: +2.00(-) Block Maximum air capacity: +20.00 (-) Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. Tap to cycle through comparison choices |
Around waist | [vs. blurring rough leather belt of transcendence (Around waist)] blurring rough leather belt of transcendenceblurring rough leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+0 eff.) (-) Stealth bonus: +6 (-) Physical save: +6 (+2 eff.) (-) Mindpower: +2 (+1 eff.) (-) A belt that goes around your waist. |
In off hand | [vs. Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) (In main hand, 1 of 2)] Wrathroot's Barkwood (9 def, 10 armour, 23.5-32.9 power, 60 block)Wrathroot's Barkwood (9 def, 10 armour, 23.5-32.9 power, 60 block) Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 23.5 - 32.9(+5.5 - +7.7) Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% (-) Block value: +60 (+12) Damage (Melee): +0(-10) cold When wielded/worn: Armour: +10 (+2) Defense: +9 (+0 eff.) (+1 (+0 eff.)) Fatigue: +14% (+2%) Changes resistances: +0%(-10%) fire / +20%(+5%) cold / +20% darkness / +20% nature Talents granted: +3(+1) Block Maximum air capacity: +0.00 (-20.00) The barkwood of Wrathroot, made into roughly the shape of a shield. Tap to cycle through comparison choices |
Cloak | [vs. cashmere cloak 'Haryrin' (2 def, 0 armour) (Cloak)] cashmere cloak 'Haryrin' (2 def, 0 armour)cashmere cloak 'Haryrin' (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% (-) Physical power: +3 (+1 eff.) (-) Defense: +2 (+0 eff.) (-) Fatigue: -3% (-) Changes resistances penetration: +15%(-) arcane Changes damage: +3%(-) arcane Light radius: +1 (-) See invisible: +6 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. enlightening iron plate armour of implacability (3 def, 12 armour) (Main armor)] enlightening iron plate armour of implacability (3 def, 12 armour)enlightening iron plate armour of implacability (3 def, 12 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 (-) Defense: +3 (+0 eff.) (-) Fatigue: +16% (-) Changes stats: +3(-) Cun / +4(-) Wil Physical save: +6 (+2 eff.) (-) Mental save: +10 (+3 eff.) (-) A suit of armour made of metal plates. |
Inventory
healing infusion of the titan (heal 112) healing infusion of the titan (heal 112)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 112 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (532% speed; 5 turns) movement infusion of the psychic (532% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 532% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 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. |
heroism infusion (+4 for 10 turns, die at -322) heroism infusion (+4 for 10 turns, die at -322)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: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 4 for 10 turns. While Heroism is active, you will only die when reaching -322 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the warrior (+9 for 7 turns, die at -317) heroism infusion of the warrior (+9 for 7 turns, die at -317)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 7 turns. While Heroism is active, you will only die when reaching -317 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
shielding rune of the titan (absorb 214 for 4 turns) shielding rune of the titan (absorb 214 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 214 damage for 4 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 ability. |
[vs. Rune: Teleportation [teleportation rune of the wizard (range 51)] (on body)] teleportation rune of the duelist (range 48)teleportation rune of the duelist (range 48) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 48(-15) with a minimum range of 15. Its effects scale with your -Magic, +Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. grounding gold amulet (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes resistances: +0%(-10%) lightning Stun/Freeze immunity: +0% (-22%) Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. grounding gold amulet (Around neck)] insulating steel amulet of constitution (+3)insulating steel amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +0%(-10%) lightning / +12% cold / +12% fire Stun/Freeze immunity: +0% (-22%) Amulets can have magical properties. |
[vs. sneakthief's gold ring of frost (+24%) (On fingers, 1 of 2)] RagolarachRagolarach Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) (-3 (-1 eff.)) Changes stats: +2(-3) Dex / +0(-6) Cun / +1 Con Changes resistances: +0%(-24%) cold Changes damage: +0%(-12%) cold Maximum life: +30.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. sneakthief's gold ring of frost (+24%) (On fingers, 1 of 2)] copper ring of sensingcopper ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) cold Changes damage: +0%(-12%) cold Blindness immunity: +20% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. sneakthief's gold ring of frost (+24%) (On fingers, 1 of 2)] warrior's copper ring of frost (+22%)warrior's copper ring of frost (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour: +6 Changes stats: +3 Str / +0(-5) Dex / +0(-6) Cun Changes resistances: +22%(-2%) cold Changes damage: +11%(-1%) cold Rings can have magical properties. Tap to cycle through comparison choices |
[vs. sneakthief's gold ring of frost (+24%) (On fingers, 1 of 2)] mule's steel ring of fire (+22%)mule's steel ring of fire (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Fatigue: -4% Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) cold / +22% fire Changes damage: +0%(-12%) cold / +11% fire Maximum encumbrance: +22 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. sneakthief's gold ring of frost (+24%) (On fingers, 1 of 2)] sneakthief's steel ring of light (+24%)sneakthief's steel ring of light (+24%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) (-1 (+0 eff.)) Changes stats: +4(-2) Cun / +4(-1) Dex Changes resistances: +24% light / +0%(-24%) cold Changes damage: +12% light / +0%(-12%) cold Rings can have magical properties. Tap to cycle through comparison choices |
[vs. sneakthief's gold ring of frost (+24%) (On fingers, 1 of 2)] solipsist's steel ringsolipsist's steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Changes stats: +0(-5) Dex / +5 Wil / +4(-2) Cun Changes resistances: +0%(-24%) cold Changes damage: +0%(-12%) cold Mindpower: +7 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. sneakthief's gold ring of frost (+24%) (On fingers, 1 of 2)] steel ring of pilferingsteel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) (-) Armour penetration: +7 Defense: +9 (+0 eff.) Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) cold Changes damage: +0%(-12%) cold It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. sneakthief's gold ring of frost (+24%) (On fingers, 1 of 2)] steel ring of sensingsteel ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Changes stats: +0(-6) Cun / +0(-5) Dex Changes resistances: +0%(-24%) cold Changes damage: +0%(-12%) cold Blindness immunity: +24% Infravision radius: +4 See stealth: +5 See invisible: +9 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. sneakthief's gold ring of frost (+24%) (On fingers, 1 of 2)] conjurer's gold ringconjurer's gold ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Changes stats: +0(-5) Dex / +6 Mag / +5 Wil / +0(-6) Cun Changes resistances: +0%(-24%) cold Changes damage: +0%(-12%) cold Spellpower: +8 (+4 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) (In main hand)] infernal elven-wood vilestaff (25-30 power, 5 apr, blight element)This item will automatically be transmogrified when you leave the level. infernal elven-wood vilestaff (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When used to attack (with talents): Physical crit. chance: +0.0% (-2.0%) Block value: +0 (-48) Damage (Melee): +0(-10) cold When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-8 (+0 eff.)) Fatigue: +0% (-12%) Damage (Melee): 18 fire Changes resistances: +0%(-10%) fire / +0%(-15%) cold Changes damage: +25% blight Talents granted: +1 Command Staff +0(+-2) Block Critical mult.: +19.00% Maximum air capacity: +0.00 (-20.00) Spellpower: +19 (+9 eff.) Spell crit. chance: +4% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
[vs. Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) (In main hand)] Spectral Blade (24-38.4 power, 25 apr)Spectral Blade (24-38.4 power, 25 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When used to attack (with talents): Physical crit. chance: +0.0% (-2.0%) Block value: +0 (-48) Damage (Melee): +0(-10) cold When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-8 (+0 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-10%) fire / +0%(-15%) cold Talent granted: +0(+-2) Block Mana each turn: +0.50 Maximum air capacity: +0.00 (-20.00) Spellpower: +5 (+3 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
[vs. Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) (In main hand)] warbringer's steel greatsword (27-43.2 power, 2 apr)This item will automatically be transmogrified when you leave the level. warbringer's steel greatsword (27-43.2 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When used to attack (with talents): Physical crit. chance: +0.0% (-2.0%) Block value: +0 (-48) Damage (Melee): +0(-10) cold When wielded/worn: Physical power: +10 (+3 eff.) Armour: +0 (-8) Defense: +0 (+0 eff.) (-8 (+0 eff.)) Fatigue: +0% (-12%) Changes stats: +2 Con Changes resistances: +0%(-10%) fire / +0%(-15%) cold Changes resistances penetration: +7% physical Talent granted: +0(+-2) Block Disarm immunity: +14% Maximum air capacity: +0.00 (-20.00) Massive two-handed swords. |
[vs. Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) (In main hand)] Genocide (42-67.2 power, 4 apr)Genocide (42-67.2 power, 4 apr) Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When used to attack (with talents): Physical crit. chance: +0.0% (-2.0%) Block value: +0 (-48) Damage (Melee): +0(-10) cold When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-8 (+0 eff.)) Fatigue: +0% (-12%) Changes stats: +7 Str / +7 Dex / +7 Con Changes resistances: +0%(-10%) fire / +0%(-15%) cold Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Talent granted: +0(+-2) Block Life regen: +0.50 Stamina each turn: +1.00 Maximum air capacity: +0.00 (-20.00) Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
[vs. Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) (In main hand, 1 of 2)] Silent Blade (25-32.5 power, 10 apr)Silent Blade (25-32.5 power, 10 apr) Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Dex, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When used to attack (with talents): Physical crit. chance: +0.0% (-2.0%) Block value: +0 (-48) Damage (Melee): +0(-10) cold When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +0 (-8) Defense: +0 (+0 eff.) (-8 (+0 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-10%) fire / +0%(-15%) cold Talent granted: +0(+-2) Block Maximum air capacity: +0.00 (-20.00) A thin, dark dagger that seems to meld seamlessly into the shadows. Tap to cycle through comparison choices |
[vs. Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) (In main hand, 1 of 2)] Spellblaze Shard (20-26 power, 10 apr)Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When used to attack (with talents): Physical crit. chance: +0.0% (-2.0%) Block value: +0 (-48) Damage (Melee): +0(-10) cold When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-8 (+0 eff.)) Fatigue: +0% (-12%) Changes stats: +5 Mag Changes resistances: +10% blight / +10%(-) fire / +0%(-15%) cold Talent granted: +0(+-2) Block Maximum air capacity: +0.00 (-20.00) This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
[vs. Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) (In main hand, 1 of 2)] Bloomsoul (8-8.8 power, 13 apr, nature damage)Bloomsoul (8-8.8 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When used to attack (with talents): Physical crit. chance: +0.0% (-2.0%) Block value: +0 (-48) Damage (Melee): +0(-10) cold When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-8 (+0 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-10%) fire / +0%(-15%) cold Talent mastery: +0.20 Wild-gift / Fungus Talent granted: +0(+-2) Block Life regen: +2.00 Maximum air capacity: +0.00 (-20.00) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 32 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. Tap to cycle through comparison choices |
[vs. Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) (In main hand, 1 of 2)] Kinetic Focus (6-6.6 power, 18 apr, physical damage)Kinetic Focus (6-6.6 power, 18 apr, physical damage) Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When used to attack (with talents): Physical crit. chance: +0.0% (-2.0%) Block value: +0 (-48) Damage (Melee): +0(-10) cold When wielded/worn: Armour: +0 (-8) Defense: +0 (+0 eff.) (-8 (+0 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-15%) cold / +0%(-10%) fire / +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talents granted: +1 Psionic Maelstrom +0(+-2) Block Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Maximum air capacity: +0.00 (-20.00) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. Tap to cycle through comparison choices |
[vs. Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) (In main hand, 1 of 2)] dwarven-steel shield (8 def, 2 armour, 31-37.2 power, 81 block)dwarven-steel shield (8 def, 2 armour, 31-37.2 power, 81 block) Requires: - Strength 24 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2(+13.0 - +12.0) Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% (+1.5%) Block value: +81 (+33) Damage (Melee): +0(-10) cold When wielded/worn: Armour: +2 (-6) Defense: +8 (+0 eff.) (-) Ranged Defense: +8 (+8 eff.) Fatigue: +12% (-) Changes resistances: +0%(-10%) fire / +0%(-15%) cold Talents granted: +3(+1) Block Maximum air capacity: +0.00 (-20.00) Handheld deflection devices. Tap to cycle through comparison choices |
[vs. enlightening iron plate armour of implacability (3 def, 12 armour) (Main armor)] Yeek-fur Robe (9 def, 3 armour)Yeek-fur Robe (9 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 (-9) Defense: +9 (+0 eff.) (+6 (+0 eff.)) Fatigue: +0% (-16%) Changes stats: +0(-3) Cun / +0(-4) Wil Changes resistances: +20% cold Changes damage: +5% mind Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +10 (+3 eff.) (-) Mindpower: +5 (+2 eff.) A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
[vs. enlightening iron plate armour of implacability (3 def, 12 armour) (Main armor)] shimmering cashmere robe of protection (5 def, 3 armour)This item will automatically be transmogrified when you leave the level. shimmering cashmere robe of protection (5 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 (-9) Defense: +5 (+0 eff.) (+2 (+0 eff.)) Fatigue: +0% (-16%) Changes stats: +0(-3) Cun / +0(-4) Wil Changes damage: +12% arcane Physical save: +18 (+6 eff.) (+12 (+4 eff.)) Mental save: +0 (+0 eff.) (-10 (-3 eff.)) Maximum mana: +28.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. enlightening iron plate armour of implacability (3 def, 12 armour) (Main armor)] enlightening hardened leather armour (3 def, 6 armour)This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-6) Defense: +3 (+0 eff.) (-) Fatigue: +8% (-8%) Changes stats: +5(+2) Cun / +4(-) Wil Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +13 (+4 eff.) (+3 (+1 eff.)) A suit of armour made of leather. |
[vs. cashmere cloak 'Haryrin' (2 def, 0 armour) (Cloak)] cashmere cloak 'Flashmaim' (2 def, 0 armour)cashmere cloak 'Flashmaim' (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-2.0%) Physical power: +0 (+0 eff.) (-3 (-1 eff.)) Defense: +2 (+0 eff.) (-) Fatigue: +0% (+3%) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 lightning / 12 light Changes stats: +3 Wil / +4 Mag Changes resistances: +6% light Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-3%) arcane Spell save: +8 (+3 eff.) Maximum mana: +53.00 Light radius: +0 (-1) See invisible: +0 (-6) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. The Black Boots (2 def, 1 armour) (On feet)] Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+0 eff.) (-) Fatigue: +2% (-) Changes stats: +3(-1) Cun Talent mastery: +0.20 Cunning / Survival Stealth bonus: +0 (-10) Movement speed: +0% (-12%) Shadow Power: +0 (-5) It can be used to boost speed by 32% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
[vs. Storm Bringer's Gauntlets (0 def, 3 armour) (On hands)] Spellhunt Remnants (1 def, 2 armour)Spellhunt Remnants (1 def, 2 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-1) Defense: +1 (+0 eff.) Changes stats: +0(-4) Mag Changes resistances: +0%(-15%) lightning Changes resistances cap: +0%(-5%) lightning Changes damage: +0%(-10%) lightning Critical mult.: +0.00% (-20.00%) Spell save: +4 (+2 eff.) Spell crit. chance: +0% (-5%) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)] miner's iron helm of the depths (0 def, 5 armour)miner's iron helm of the depths (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 (-1) Fatigue: +5% (-3%) Changes stats: +0(-5) Str / +0(-4) Wil / +0(-5) Con Changes resistances: +6% cold Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Allows you to breathe in: water Physical save: +0 (+0 eff.) (-12 (-5 eff.)) Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +0 (+0 eff.) (-12 (-4 eff.)) Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
[vs. Turisus the Light's kiss (Light source)] ethereal brass lantern of illusionethereal brass lantern of illusion Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+0 eff.) Damage (Melee): 0(-30) item light blind Changes stats: +4 Mag Changes resistances: +0%(-6%) light Physical save: +11 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+4 eff.) Maximum life: +0.00 (-49.00) Spellpower: +5 (+3 eff.) Light radius: +4 (-) 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. |
[vs. Turisus the Light's kiss (Light source)] Wintertide PhialWintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage (Melee): 0(-30) item light blind Changes resistances: +0%(-6%) light Maximum life: +0.00 (-49.00) Light radius: +1 (-3) Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
[vs. Prox's Lucky Halfling Foot (Tool)] 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 Defense: +0 (+0 eff.) (-5 (+0 eff.)) Damage when hit (Melee): 15 blight Changes stats: +0(-5) Lck Changes damage: +4% blight Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Transmogrification Chest 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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. |
[vs. Prox's Lucky Halfling Foot (Tool)] The JoltThe Jolt Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-5 (+0 eff.)) Changes stats: +4 Cun / +0(-5) Lck Changes damage: +10% mind / +10% lightning Trap disarming bonus: +0 (-5) Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Achievements
By Joran Stoneshield the Dwarf Stone Warden level 8
28th Voratun 122nd year of Ascendancy at 13:24 see stats
By Joran Stoneshield the Dwarf Stone Warden level 15
2nd Dearth 122nd year of Ascendancy at 09:49 see stats
By Joran Stoneshield the Dwarf Stone Warden level 21
26th Stralite 123rd year of Ascendancy at 16:08 see stats
By Joran Stoneshield the Dwarf Stone Warden level 10
19th Profit 122nd year of Ascendancy at 18:00 see stats
By Joran Stoneshield the Dwarf Stone Warden level 20
26th Gold 123rd year of Ascendancy at 03:29 see stats
By Joran Stoneshield the Dwarf Stone Warden level 13
12nd Wealth 122nd year of Ascendancy at 01:42 see stats
By Joran Stoneshield the Dwarf Stone Warden level 4
20th Voratun 122nd year of Ascendancy at 14:40 see stats
By Joran Stoneshield the Dwarf Stone Warden level 8
5th Profit 122nd year of Ascendancy at 00:31 see stats
By Joran Stoneshield the Dwarf Stone Warden level 19
10th Gold 123rd year of Ascendancy at 03:57 see stats
By Joran Stoneshield the Dwarf Stone Warden level 13
15th Wealth 122nd year of Ascendancy at 17:23 see stats
By Joran Stoneshield the Dwarf Stone Warden level 15
26th Wealth 122nd year of Ascendancy at 02:26 see stats
By Joran Stoneshield the Dwarf Stone Warden level 19
9th Gold 123rd year of Ascendancy at 04:42 see stats
By Joran Stoneshield the Dwarf Stone Warden level 22
15th Profit 123rd year of Ascendancy at 16:14 see stats
Log
Joran Stoneshield loses sight!
Joran Stoneshield counter attacks Something with his shield shards!
Joran Stoneshield misses Something.
Joran Stoneshield misses Something.
Joran Stoneshield hits Something for 32 physical, 2 cold, 10 arcane, , 25 physical, 10 arcane, 7 arcane, 7 arcane (93 total damage).
Something hits Joran Stoneshield for , 4 physical, , , 4 physical, , 10 physical, 5 physical (24 total damage).
Rotting Disease from Betenn the vampire hits Joran Stoneshield for 11 blight damage.
Bleeding from Betenn the vampire hits Joran Stoneshield for 4 physical damage.
Joran Stoneshield uses Infusion: Wild.
Joran Stoneshield is free from the rotting disease.
Joran Stoneshield is cured!
Joran Stoneshield lessens the pain.
Joran Stoneshield misses Something.
Joran Stoneshield hits Something for 27 physical, 2 cold, 10 arcane (39 total damage).
Something hits Joran Stoneshield for , 8 physical, (8 total damage).
Talent Earthen Missiles is ready to use.
Talent Infusion: Regeneration is ready to use.
Bleeding from Betenn the vampire hits Joran Stoneshield for 8 physical damage.
Joran Stoneshield casts Rune: Teleportation.
Joran Stoneshield deactivates Body of Stone.
Joran Stoneshield loses sight!
Talent Eldritch Stone is ready to use.
Bane of Blindness from Celia hits Joran Stoneshield for 23 darkness damage.
Bleeding from Betenn the vampire hits Joran Stoneshield for 10 physical damage.
Joran Stoneshield uses Infusion: Regeneration.
Joran Stoneshield starts regenerating health quickly.
Saving game...