Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Higher |
| Class | Berserker |
| Level / Exp | 33 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by bandit at level 17 on the 47th Regrowth 123rd year of Ascendancy at 08:45 0 / 7Killed by Islanne the assassin at level 20 on the 60th Regrowth 123rd year of Ascendancy at 07:16 Killed by Nelyth's Inner Demon at level 24 on the 75th Regrowth 123rd year of Ascendancy at 23:46 Killed by Isodhevea the forest wight at level 31 on the 63rd Pyre 123rd year of Ascendancy at 02:00 Killed by grave wight at level 31 on the 63rd Pyre 123rd year of Ascendancy at 03:39 Killed by Neryna the skeleton magus at level 32 on the 65th Pyre 123rd year of Ascendancy at 01:59 Killed by Eilinitha the patchwork troll at level 33 on the 70th Pyre 123rd year of Ascendancy at 22:00 |
Primary Stats
| Strength | 74 (base 60) |
| Dexterity | 15 (base 11) |
| Constitution | 34 (base 20) |
| Magic | 64 (base 60) |
| Willpower | 16 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -56/1010 |
| Stamina | 201/221 |
| Healing Factor | 1.4764705882353 |
| Regeneration | 16.591588759398 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 6 |
| Infravision | 8 |
| See Stealth | 13.843738619919 |
| See Invisible | 31.843738619919 |
| ESP Range | 15 |
| ESP Kinds | giant/troll |
Offense: Mainhand
| Damage | 178 |
| Accuracy | 54 |
| Crit Chance | 60% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 9% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +8% |
Defense: Base
| Armour (hardiness) | 72.292304923968 (86.818181818182%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 12 |
| Physical Save | 52 |
| Spell Save | 29 |
| Mental Save | 37 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Disarm Resistance | 39% |
| Confusion Resistance | 45% |
| Knockback Resistance | 40% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 60% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 199 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 441% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Technique / Bloodthirst | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Berserker Rage |
| beneficial effect | Increases critical hit chance by 23%. Berserker Rage |
| detrimental effect | Huge cut that bleeds, doing 5.83 physical damage per turn. Bleeding |
| beneficial effect | Detects creatures of type giant/troll in radius 15. Overseer of Nations |
| beneficial effect | The target is recovering 28 life each turn. Recovery |
| detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 5.57, and stamina regeneration by 1.11. Bloodbath |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You failed to protect the injured seer from death by skeleton archer. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Arilaith the skeleton archer. Escort: lost anorithil (level 4 of Dreadfell) | failed |
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 talent Evasion (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by temporal hound. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the repented thief from death by red crystal. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by Nerudawen the poison ivy. Escort: repented thief (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Xerusera the rattlesnake. Escort: repented thief (level 8 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 442. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed bear paw. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret. * You've found the needed chunk of ghoul flesh. 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 length of troll intestine. * You've found the needed vampire lord fang. * You've found the needed skeleton mage skull. | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Venomradiance the pair of dwarven-steel boots (0 def, 9 armour) Venomradiance the pair of dwarven-steel boots (0 def, 9 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * Slows global speed by 15% * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +3 Str / +3 Mag / +3 Con Changes resistances: +7% acid / +10% lightning / +9% cold / +3% nature / +8% fire Changes resistances penetration: +5% temporal Changes damage: +9% nature Spell save: +5 (+2 eff.) Lowers spell cool-downs by: 10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Nerydhemina NerydheminaCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Changes resistances: +3% light / +9% fire Changes resistances penetration: +8% all Mental save: +6 (+3 eff.) Knockback immunity: +40% Light radius: +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat 'Emeladheta' (1 def, 12 armour) linen wizard hat 'Emeladheta' (1 def, 12 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +12 Defense: +1 (+1 eff.) Changes resistances: +12% physical Changes resistances penetration: +15% mind Changes damage: +12% physical Blindness immunity: +20% Disease immunity: +40% Only die when reaching: -40.00 life A pointy cloth hat, very wizardly... |
| Tool | Nereth the ash wand of conjuration [power 163] (10 cooldown) Nereth the ash wand of conjuration [power 163] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +14 Changes stats: +5 Str / +3 Dex Maximum stamina: +15.00 It can be used to fire a bolt of a random element with (base) damage 82 to 163, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Heatpierce the voratun ring Heatpierce the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +20% fire Stun/Freeze immunity: +49% Life regen: +2.00 Light radius: +2 Infravision radius: +3 See invisible: +12 Rings can have magical properties. |
| On fingers | Blazewreck the gold ring Blazewreck the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +11 Physical power: +8 (+2 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes stats: +5 Str / +7 Con Changes resistances: +13% arcane Changes damage: +13% arcane / +3% lightning It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 104% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Durochik (159% power, 2 apr) Durochik (159% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +14.0% Defense: +12 (+6 eff.) Fatigue: -2% Changes stats: +2 Wil Changes damage: +9% arcane Disarm immunity: +39% See invisible: +6 Massive two-handed swords. |
| On hands | Aeruma the dwarven-steel gauntlets (0 def, 2 armour) Aeruma the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +9.0% Armour: +2 Damage when hit (Melee): 8 acid Changes resistances: +2% physical Critical mult.: +7.00% Physical save: +30 (+9 eff.) Stamina each turn: +0.40 Maximum stamina: +15.00 Spell crit. chance: +8% Mental crit. chance: +11% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Striketorrent (3 def, 22 armour) Striketorrent (3 def, 22 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +22 Defense: +3 (+2 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +14% acid / +14% physical / +33% cold / +14% fire / +20% lightning Changes resistances penetration: +5% lightning Changes damage: +3% darkness / +15% lightning A suit of armour made of mail. This object's appearance was changed to Crystalline Voratun mail armour. |
| Cloak | Erelodukan the cashmere cloak (2 def, 0 armour) Erelodukan the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -5% Changes damage: +9% mind Critical mult.: +25.00% Mental save: +25 (+9 eff.) Maximum hate: +8.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Skymortal SkymortalInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Changes resistances: +24% mind / +9% lightning Changes damage: +9% lightning / +30% physical Physical save: +30 (+9 eff.) Confusion immunity: +35% Amulets can have magical properties. |
Inventory
healing infusion of the warrior (heal 226) healing infusion of the warrior (heal 226)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 226 and cleanse 1 wound and 1 poison effect. 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. |
heroism infusion of the titan (+11 for 7 turns, die at -447) heroism infusion of the titan (+11 for 7 turns, die at -447)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: 27 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 11 for 7 turns. While Heroism is active, you will only die when reaching -447 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 duelist (438% speed; 6 turns) movement infusion of the duelist (438% speed; 6 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 438% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (492% speed; 7 turns) movement infusion of the wizard (492% speed; 7 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 492% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 5; power 20; turns 3; dispels darkness)sun infusion (rad 5; power 20; turns 3; dispels 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 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. |
wild infusion of the psychic (resist 20%; cure physical) wild infusion of the psychic (resist 20%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random physical effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 18%; cure physical) wild infusion of the sneak (resist 18%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+5 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... |
copper amulet of dexterity (+2) copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. |
gold amulet 'Kindlerigor' gold amulet 'Kindlerigor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 fire Changes stats: +4 Cun Changes resistances: +6% cold / +9% light / +3% temporal Changes resistances penetration: +5% fire Amulets can have magical properties. |
starlit copper amulet of strength (+3) starlit copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% light / +10% darkness Blindness immunity: +24% Amulets can have magical properties. |
steel amulet 'Hellfury' steel amulet 'Hellfury'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -14% Changes stats: +4 Str / +5 Dex / +2 Mag / +2 Wil / +2 Con Changes resistances: +6% fire See invisible: +6 Amulets can have magical properties. |
stralite amulet 'Mulestir' stralite amulet 'Mulestir'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +4 Str / +6 Mag Talent masteries: +0.31 Technique / Superiority +0.31 Wild-gift / Harmony Physical save: +47 (+14 eff.) Spell save: +16 (+8 eff.) Mental save: +16 (+6 eff.) Maximum stamina: +10.00 Amulets can have magical properties. |
Bethessra BethessraInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +13% mind Changes damage: +13% mind / +3% blight Mental save: +8 (+4 eff.) Confusion immunity: +26% Life regen: +0.80 Maximum life: +57.00 Healing mod.: +17% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Ce'Nebeth the Stokegasher Ce'Nebeth the StokegasherPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Physical power: +6 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Dex / +4 Mag / +8 Cun Changes resistances penetration: +10% nature / +20% fire Changes damage: +5% all Spellpower: +16 (+5 eff.) Mindpower: +7 (+6 eff.) Rings can have magical properties. |
Duatheldredge the gold ring Duatheldredge the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +6% darkness / +12% lightning Changes damage: +15% lightning Stun/Freeze immunity: +29% Life regen: +3.00 Rings can have magical properties. |
Gelessra GelessraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Cun / +10 Mag Spellpower: +8 (+3 eff.) Mindpower: +9 (+7 eff.) See invisible: +15 Rings can have magical properties. |
Gloomworth GloomworthCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances penetration: +20% physical Physical save: +14 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +8 (+4 eff.) Maximum life: +40.00 Rings can have magical properties. |
Porowen the Shinequarry Porowen the ShinequarryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes stats: +4 Cun / +5 Wil Changes resistances: +26% light / +12% blight Changes damage: +16% light / +12% blight Mindpower: +6 (+5 eff.) Light radius: +3 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 9.03 cold and 12.82 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
warrior's copper ring of lightning (+22%) warrior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
wizard's copper ring of power wizard's copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Mag Spell save: +6 (+3 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+5 eff.) Rings can have magical properties. |
Zubekira the Flashvice (150% power, 2 apr) Zubekira the Flashvice (150% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 150% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 111% Damage (Melee): +75 insidious poison / +24 lightning When wielded/worn: Accuracy: +13 (+5 eff.) Damage when hit (Melee): 12 lightning / 8 blight Changes stats: +5 Dex Changes resistances penetration: +10% blight Massive two-handed mauls. |
balanced dwarven-steel greatmaul of massacre (167% power, 2 apr) balanced dwarven-steel greatmaul of massacre (167% power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +10 (+5 eff.) Disarm immunity: +38% Massive two-handed mauls. |
voratun greatmaul 'Blazestinger' (179% power, 4 apr) voratun greatmaul 'Blazestinger' (179% power, 4 apr)Requires: - Strength 48 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +13 darkness Damage against: +14% Living When wielded/worn: Changes resistances: +12% lightning / +9% temporal / +12% light / +5% arcane Changes damage: +9% fire Massive two-handed mauls. |
Cuthynarikor the Dawnwire (146% power, 2 apr) Cuthynarikor the Dawnwire (146% power, 2 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to blind * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +20 light When wielded/worn: Damage when hit (Melee): 8 fire Changes damage: +6% light Massive two-handed swords. |
Ragudefast the voratun greatsword (172% power, 4 apr) Ragudefast the voratun greatsword (172% power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +84 insidious poison When wielded/worn: Changes stats: +2 Cun / +5 Wil Changes damage: +9% mind Mental save: +20 (+8 eff.) Mental crit. chance: +5% Light radius: +3 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Eye of the Wyrm (113% power, 24 apr, physical damage)Eye of the Wyrm (113% power, 24 apr, physical damage) Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Power: 113% Range: 1.1x Uses stats: 40% Wil, 10% Cun, 50% Mag, 20% Str Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% lightning / 18% fire When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes resistances: +8% acid / +8% physical / +8% fire / +8% lightning / +8% cold Changes damage: +8% lightning / +8% physical / +8% fire / +8% acid / +8% cold Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Blindness immunity: +0% Stun/Freeze immunity: +0% Mindpower: +8 (+6 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Fire Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 270.70 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Bolbum's Big Knocker (176% power, 10 apr, physical element) Bolbum's Big Knocker (176% power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stat: 190% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+4 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
This item will automatically be transmogrified when you leave the level. Noonblack (136% power, 4 apr)Noonblack (136% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 137% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes stats: +3 Dex / +4 Con Changes resistances penetration: +25% light Light radius: +3 One-handed war axes. |
Chargebender ChargebenderInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Changes stats: +2 Str Changes resistances penetration: +15% lightning / +15% physical Life regen: +0.90 Maximum life: +30.00 Healing mod.: +11% A belt that goes around your 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. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Haradragorn the Dourtrencher (1 def, 0 armour) Haradragorn the Dourtrencher (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 darkness Changes stats: +1 Dex / +1 Mag / +2 Wil / +2 Cun / +4 Con Grants telepathy: Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Belutta' (2 def, 8 armour) cashmere cloak 'Belutta' (2 def, 8 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes resistances: +9% lightning / +12% cold / +12% darkness Changes resistances penetration: +8% arcane Changes damage: +8% arcane Critical mult.: +18.00% Only die when reaching: -80.00 life Maximum mana: +59.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Belomira' (3 def, 12 armour) elven-silk cloak 'Belomira' (3 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+2 eff.) Changes stats: +10 Str / +4 Dex / +4 Con Mental save: +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bikini (0 def, 0 armour) Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Bregohir (0 def, 8 armour) Bregohir (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: -2% Changes stats: +1 Str / +4 Dex / +4 Cun / +4 Con Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Darkjeer (0 def, 1 armour) Darkjeer (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +8 Con Changes resistances: +2% physical Changes damage: +12% darkness Maximum encumbrance: +20 Physical save: +6 (+2 eff.) A pair of boots made of leather. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour) grounding pair of rough leather boots of tirelessness (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots (0 def, 3 armour)pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A pair of boots made of leather. |
pair of rough leather boots 'Arudherin' (0 def, 1 armour) pair of rough leather boots 'Arudherin' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances penetration: +15% physical Life regen: +1.90 Only die when reaching: -80.00 life Maximum stamina: +25.00 Healing mod.: +24% A pair of boots made of leather. |
scholar's pair of iron boots of uncanny dodging (2 def, 3 armour) scholar's pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Adonor the Gloomfoe (0 def, 1 armour) Adonor the Gloomfoe (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 16 darkness Changes resistances: +3% blight / +3% temporal / +3% acid Disarm immunity: +10% Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +15.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Mayymita (0 def, 2 armour) Mayymita (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +2 Changes stats: +4 Str / +9 Mag / +4 Cun Spell save: +12 (+6 eff.) Confusion immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+3 eff.) Mindpower: +6 (+5 eff.) Mental crit. chance: +2% 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 appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
radiant iron gauntlets of dexterity (+3) (0 def, 1 armour) radiant iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Damage (Melee): 6 light Changes stats: +3 Dex Changes resistances: +5% light Changes damage: +3% light Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Runehir' (0 def, 6 armour) rough leather gloves 'Runehir' (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 5 physical Changes stats: +3 Wil Changes resistances: +1% physical Changes damage: +3% physical Mental save: +15 (+6 eff.) Life regen: +0.60 Maximum psi: +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bokuharaleg the linen wizard hat (1 def, 0 armour) Bokuharaleg the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Defense: +1 (+1 eff.) Changes stats: +6 Str Changes resistances: +7% cold / +6% fire Only die when reaching: -80.00 life Maximum stamina: +35.00 A pointy cloth hat, very wizardly... |
Ivywyn the dwarven-steel helm (0 def, 4 armour) Ivywyn the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str / +7 Wil / +6 Cun Grants telepathy: Humanoid/Orc Mindpower: +5 (+5 eff.) Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sunrebel (0 def, 7 armour) Sunrebel (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +7 Fatigue: +1% Changes stats: +2 Cun / +5 Dex Changes resistances: +2% physical Changes resistances penetration: +5% fire Changes damage: +6% physical A cap made of leather. |
Yvemira the iron helm (0 def, 3 armour) Yvemira the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% blight / +7% cold / +3% nature / +6% fire Allows you to breathe in: water Spell save: +18 (+9 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. aegis cashmere wizard hat (2 def, 0 armour)aegis cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Life regen: +2.30 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of darkness (+18%) (2 def, 0 armour)cashmere wizard hat of darkness (+18%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +18% darkness Changes damage: +12% darkness A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Khelerach' (6 def, 5 armour) drakeskin leather cap 'Khelerach' (6 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +5% Changes stats: +6 Dex Physical save: +42 (+12 eff.) Stun/Freeze immunity: +20% Only die when reaching: -80.00 life A cap made of leather. |
dwarven-steel helm 'Vorudabrewe' (0 def, 4 armour) dwarven-steel helm 'Vorudabrewe' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes resistances: +15% darkness / +6% blight / +12% cold / +9% nature / +3% mind Spell save: +5 (+2 eff.) Maximum life: +57.00 Healing mod.: +18% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. hardened leather cap 'Airstreak' (0 def, 3 armour)hardened leather cap 'Airstreak' (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% Changes resistances: +26% lightning / +11% temporal / +6% acid Changes resistances penetration: +10% acid Changes damage: +12% acid A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather cap 'Blastrip' (0 def, 3 armour)hardened leather cap 'Blastrip' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 lightning Changes stats: +5 Dex Changes resistances: +15% acid Changes resistances penetration: +20% acid A cap made of leather. |
iron helm 'Singevice' (0 def, 3 armour) iron helm 'Singevice' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +3 Str / +2 Wil Changes damage: +3% fire Critical mult.: +10.00% Mental save: +3 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Flashhunger' (0 def, 3 armour) rough leather cap 'Flashhunger' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +1% Damage when hit (Melee): 8 lightning Changes stats: +3 Dex Changes damage: +12% physical A cap made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour 'Urthorath' (5 def, 11 armour)dwarven-steel plate armour 'Urthorath' (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Changes stats: +4 Con Changes resistances: +12% fire Blindness immunity: +15% Disease immunity: +15% Cut immunity: +20% Knockback immunity: +20% Life regen: +2.80 Maximum life: +59.00 Healing mod.: +18% A suit of armour made of metal plates. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
613 alchemist agate 613 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of the Iron Throne (dig speed 18 turns) iron pickaxe of the Iron Throne (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Earetir the Lustrecrypt Earetir the LustrecryptCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +2% physical / +3% light / +9% nature Mental save: +3 (+2 eff.) Stun/Freeze immunity: +5% Only die when reaching: -60.00 life 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (62 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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. |
Coalpunish the voratun torque of psychoportation [power 52] (30 cooldown) Coalpunish the voratun torque of psychoportation [power 52] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +12% mind Maximum wards: +3 physical / +3 mind / +4 darkness Changes resistances penetration: +20% darkness Changes damage: +6% darkness / +15% mind Talent granted: +1 Ward It can be used to teleport randomly (rad 52), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Xerilaith the elm totem of thorny skin [power 16] (20 cooldown) Xerilaith the elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +2 Changes damage: +6% blight Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Critical mult.: +9.00% Maximum life: +10.00 Healing mod.: +15% It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Nelyth the Higher Berserker level 27
18th Pyre 123rd year of Ascendancy at 12:19 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Nelyth the Higher Berserker level 8
7th Flare 122nd year of Ascendancy at 18:38 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Nelyth the Higher Berserker level 31
61st Pyre 123rd year of Ascendancy at 21:20 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Nelyth the Higher Berserker level 22
62nd Regrowth 123rd year of Ascendancy at 19:35 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nelyth the Higher Berserker level 28
38th Pyre 123rd year of Ascendancy at 05:00 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nelyth the Higher Berserker level 23
64th Regrowth 123rd year of Ascendancy at 17:31 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Nelyth the Higher Berserker level 10
7th Dusk 122nd year of Ascendancy at 12:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Nelyth the Higher Berserker level 20
58th Regrowth 123rd year of Ascendancy at 06:59 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Nelyth the Higher Berserker level 30
47th Pyre 123rd year of Ascendancy at 01:27 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Nelyth the Higher Berserker level 17
47th Regrowth 123rd year of Ascendancy at 16:02 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Nelyth the Higher Berserker level 29
46th Pyre 123rd year of Ascendancy at 20:08 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Nelyth the Higher Berserker level 32
65th Pyre 123rd year of Ascendancy at 07:57 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Nelyth the Higher Berserker level 20
59th Regrowth 123rd year of Ascendancy at 03:33 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Nelyth the Higher Berserker level 17
47th Regrowth 123rd year of Ascendancy at 08:45 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Nelyth the Higher Berserker level 10
7th Dusk 122nd year of Ascendancy at 12:47 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Nelyth the Higher Berserker level 17
1st Time of Equilibrium 122nd year of Ascendancy at 06:14 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Nelyth the Higher Berserker level 20
60th Regrowth 123rd year of Ascendancy at 10:28 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Nelyth the Higher Berserker level 14
33rd Dusk 122nd year of Ascendancy at 16:59 see stats
Log
Rested for 0 turns (stop reason: hostile spotted to the southwest (Eilinitha the patchwork troll)).
Nelyth rushes out!
Nelyth uses Infusion: Healing.
Nelyth receives 293 healing from Infusion: Healing.
Nelyth uses Infusion: Movement.
Nelyth is moving freely.
Nelyth is moving at extreme speed!
Berserker Rage's rage awakens!
Nelyth uses Stunning Blow.
Nelyth performs a melee critical strike against Eilinitha the patchwork troll!
Eilinitha the patchwork troll slows down.
Nelyth revels in the spilt blood and grows stronger!
Eilinitha the patchwork troll is crippled.
Eilinitha the patchwork troll resists the stunning blow!
Nelyth slows down.
Eilinitha the patchwork troll hits Nelyth for 9 physical damage.
Nelyth hits Eilinitha the patchwork troll for 556 physical damage.
Eilinitha the patchwork troll uses Steady Shot.
Nelyth starts to bleed.
Eilinitha the patchwork troll's Steady Shot hits Nelyth for 208 physical, 2 physical (210 total damage).
Bleeding from Eilinitha the patchwork troll hits Nelyth for 2 physical damage.
Nelyth uses Shattering Blow.
Eilinitha the patchwork troll repels an attack from Nelyth.
Nelyth is recovering from the damage!
Eilinitha the patchwork troll's Intuitive Shots hits Nelyth for 67 physical, 2 physical (69 total damage).
Eilinitha the patchwork troll uses Headshot.
Eilinitha the patchwork troll's Headshot performs a ranged critical strike against Nelyth!
Saving game...
