Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Krog |
Class | Brawler |
Level / Exp | 44 / 15% |
Size | big |
Lifes / Deaths | Killed by Pale Drake at level 36 on the 44th Haze 123rd year of Ascendancy at 11:17 / 2Killed by Elorilaith the orc pyromancer at level 44 on the 75th Regrowth 124th year of Ascendancy at 07:34 |
Antimagic | Follower |
Primary Stats
Strength | 65 (base 25) |
Dexterity | 96 (base 65) |
Constitution | 85 (base 41) |
Magic | 14 (base 11) |
Willpower | 30 (base 8) |
Cunning | 91 (base 65) |
Resources
Psi | 120/120 |
Life | -1399/1773 |
Steam | 100/100 |
Stamina | 319/349 |
Equilibrium | 27 |
Healing Factor | 1.5517726352504 |
Regeneration | 40.734031675323 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 8 |
See Stealth | 76.22431398015 |
See Invisible | 76.22431398015 |
Offense: Barehand
Damage | 142 |
Accuracy | 70 |
Crit Chance | 37% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +24% |
Fire | +6% |
Physical | +12% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 70 (30%) |
Defense | 61 |
Ranged Defense | 66 |
Fatigue | 32 |
Physical Save | 52 |
Spell Save | 30 |
Mental Save | 65 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 53%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 40%( 70%) |
All | + 26%( 70%) |
Lightning | + 48%( 70%) |
Light | + 50%( 70%) |
Physical | + 34%( 70%) |
Mind | + 43%( 70%) |
Darkness | + 69%( 70%) |
Fire | + 59%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 71% |
Disarm Resistance | 38% |
Confusion Resistance | 26% |
Knockback Resistance | 55% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 475 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -724 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1448 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 927% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.3 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Grappling | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You abandoned repented thief, to death. Escort: repented thief (level 5 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 130. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 the fox. 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 honey tree root. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed ice wyrm tooth. * You've found the needed pouch of faeros ash. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed pouch of bone giant dust. * You've found the needed orc heart. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Physical save: +15 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) Pinning immunity: +25% Stun/Freeze immunity: +40% Knockback immunity: +25% Teleport immunity: +100% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 25 power out of 7/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | Pouch of the Subconscious (20/20, 38-46 power, 15 apr) Pouch of the Subconscious (20/20, 38-46 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
On hands | Krog's Winter Mittens (0 def, 8 armour) Krog's Winter Mittens (0 def, 8 armour) Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 51% Damage (Melee): 15 cold Changes resistances: +15% fire / +6% mind / +7% cold Changes resistances penetration: +5% mind Changes damage: +12% darkness / +11% cold Talent granted: +5 Fatal Attractor Mental save: +15 (+4 eff.) Life regen: +17.00 Stamina each turn: +3.00 Psi each turn: +0.37 Maximum life: +80.00 Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 41.0 - 57.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Damage (radius 2) on crit: +10 ice Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A Helmet. But with steam power! |
Tool | Runedunathel the elven-wood totem of healing [power 416] (6/12 cooldown) Runedunathel the elven-wood totem of healing [power 416] (6/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes stats: +2 Cun Changes resistances: +6% cold / +12% light / +9% darkness Changes resistances penetration: +10% mind Only die when reaching: -60.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 416 Activation puts all charms on cooldown for 12 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | sneakthief's stralite ring of life sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +7 Cun / +6 Dex Life regen: +9.00 Maximum life: +75.00 Healing mod.: +11% Rings make your fingers look great! |
On fingers | Borurain the Ashwrack Borurain the AshwrackCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +25 (+6 eff.) Changes resistances: +15% nature Changes damage: +6% fire Disarm immunity: +38% Pinning immunity: +46% Knockback immunity: +30% Stamina each turn: +3.00 Only die when reaching: -40.00 life Maximum life: +38.00 Maximum stamina: +30.00 Rings make your fingers look great! |
Around neck | Arudar ArudarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +1 Changes resistances: +3% acid / +21% light / +6% cold / +5% arcane / +20% darkness Changes resistances penetration: +15% physical Critical mult.: +10.00% Blindness immunity: +46% Mental crit. chance: +6% Amulets make your neck look great! |
Main armor | Krog's Sweater (20 def, 28 armour) Krog's Sweater (20 def, 28 armour) Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +28 Defense: +20 (+5 eff.) Fatigue: +9% Damage when hit (Melee): 50 physical Changes stats: +7 Cun / +13 Wil Changes resistances: +9% acid / +29% darkness / +36% blight / +29% fire / +8% mind Changes damage: +12% darkness / +12% physical Mental save: +43 (+11 eff.) Stamina each turn: +3.00 Only die when reaching: -20.00 life Light radius: +2 A suit of armour made of leather. |
Light source | watchleader's alchemist's lamp watchleader's alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +29% Confusion immunity: +16% Light radius: +8 See stealth: +13 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 31 cooldown : Effective talent level: 3.0 Power cost: 31 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | Krog's Winter Jacket (18 def, 10 armour) Krog's Winter Jacket (18 def, 10 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Armour: +10 Defense: +18 (+5 eff.) Changes stats: +10 Str / +4 Dex / +5 Mag / +2 Wil / +10 Con Changes resistances: +9% mind / +30% lightning Talent mastery: +0.40 Technique / Combat training Physical save: +30 (+10 eff.) Spell save: +15 (+8 eff.) Mental save: +15 (+4 eff.) Stun/Freeze immunity: +50% Stamina each turn: +1.50 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 23 power out of 5/30) : Effective talent level: 5.2 Power cost: 23 out of 5/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 55 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Inventory
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 206; dur 6; cd 14)shielding rune (absorb 206; dur 6; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 206 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Fatal Attractor schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
This item will automatically be transmogrified when you leave the level. Ring of the DeadRing of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
This item will automatically be transmogrified when you leave the level. Winterparry the voratun battleaxe (68-103 power, 4 apr)Winterparry the voratun battleaxe (68-103 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +12 blight / +16 cold When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +6% acid / +12% temporal Changes damage: +3% cold Poison immunity: +20% Disarm immunity: +20% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. quick voratun battleaxe (56-85 power, 4 apr)quick voratun battleaxe (56-85 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +10 Dex Combat speed: +10% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. quick voratun battleaxe of amnesia (56-83 power, 4 apr)quick voratun battleaxe of amnesia (56-83 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +23 (+5 eff.) Changes stats: +5 Dex Combat speed: +10% Massive two-handed battleaxes. |
voratun dagger 'Chargeburst' (39-51 power, 9 apr) voratun dagger 'Chargeburst' (39-51 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Damage (radius 1) on hit: +12 lightning When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +11 Physical crit. chance: +7.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes resistances: +3% lightning Changes resistances penetration: +11% all Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace 'Toxinblow' (46-64 power, 6 apr)voratun mace 'Toxinblow' (46-64 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +12 Effects on melee hit: * 20% chance to slow global speed by 51% Damage when hit (Melee): 8 nature Changes resistances: +12% light / +6% nature Changes resistances penetration: +10% acid / +20% nature / +15% all Changes damage: +9% light Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. nature's living mindstar of disruption (18-19 power, 40 apr, mind damage)nature's living mindstar of disruption (18-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +16% Unnatural When wielded/worn: Changes resistances: +7% blight Changes damage: +6% nature Talent granted: +1 Attune Mindstar Disease immunity: +18% Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Berurogas (25-30 power, 5 apr, lightning element)Berurogas (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Crafted by a master 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +3 Mag Changes resistances penetration: +25% blight Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +18.00% Mana each turn: +0.12 Vim when firing critical spell: +2.00 Spellpower: +12 (+9 eff.) Spell crit. chance: +24% See invisible: +3 Damage Shield penetration: +30% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Sceptre of the Archlich (40-48 power, 12 apr, darkness element) Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+23 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
This item will automatically be transmogrified when you leave the level. Xanotta the dragonbone vilestaff (30-36 power, 6 apr, acid element)Xanotta the dragonbone vilestaff (30-36 power, 6 apr, acid element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 18% Changes stats: +2 Str / +2 Con Changes resistances: +12% blight / +9% temporal / +12% darkness Changes resistances penetration: +10% physical Changes damage: +30% acid Talent granted: +1 Command Staff Critical mult.: +20.00% Stamina each turn: +1.00 Spellpower: +15 (+10 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone starstaff (30-36 power, 6 apr, physical element)bloodlich's dragonbone starstaff (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +2 Cun / +8 Con Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +18.00% N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +35.00 Maximum neg.energy: +38.00 Spellpower: +15 (+10 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff 'Blindwaker' (30-36 power, 6 apr, cold element)dragonbone magestaff 'Blindwaker' (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +3 Dex / +1 Mag / +13 Con Changes resistances penetration: +15% darkness / +20% nature Changes damage: +30% cold Talent granted: +1 Command Staff Physical save: +12 (+4 eff.) Spellpower: +15 (+10 eff.) Spell crit. chance: +5% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff of protection (30-36 power, 6 apr, lightning element)dragonbone magestaff of protection (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower: +15 (+10 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff of the prodigy (30-36 power, 6 apr, fire element)dragonbone vilestaff of the prodigy (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +12 Mag / +14 Wil / +17 Cun Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +15 (+10 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding dragonbone starstaff of illumination (30-36 power, 6 apr, darkness element)lifebinding dragonbone starstaff of illumination (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Con Changes damage: +30% darkness Talent granted: +1 Command Staff Life regen: +1.00 Spellpower: +21 (+13 eff.) Spell crit. chance: +5% Light radius: +3 Healing mod.: +15% It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 39.92 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. FlashstokerFlashstoker Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +19 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Armour: +16 Ammo reloads per turn: +4 Damage when hit (Melee): 8 light Changes stats: +7 Cun Changes resistances penetration: +15% arcane Changes damage: +12% fire Steampower: +13 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. flaming voratun waraxe of erosion (39-55 power, 6 apr)flaming voratun waraxe of erosion (39-55 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +10 nature Damage (radius 1) on hit: +11 fire One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Robe of the Archmage (10 def, 10 armour)Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+10 eff.) Mental save: +15 (+4 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+10 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of alchemy (0 def, 0 armour)elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +10% acid / +19% physical / +16% fire / +15% cold / +15% all Changes damage: +8% acid / +9% physical / +13% fire / +15% cold Talent cooldown: Refit Golem (-3 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant linen robe of life (0 def, 0 armour)verdant linen robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight / +7% all Changes damage: +8% nature Poison immunity: +26% Disease immunity: +24% Life regen: +1.70 Maximum life: +52.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% Gauntlets. But with steam power! |
Xobrewyn the drakeskin leather cap (30 def, 11 armour) Xobrewyn the drakeskin leather cap (30 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +30 (+8 eff.) Fatigue: +5% Changes stats: +5 Str / +6 Con Changes resistances: +6% blight / +9% cold A cap made of leather. |
This item will automatically be transmogrified when you leave the level. fearwoven elven-silk wizard hat (3 def, 0 armour)fearwoven elven-silk wizard hat (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +12% darkness / +20% physical Changes damage: +18% darkness / +5% physical Maximum hate: +10.00 Mindpower: +7 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
leafwalker's hardened leather cap of the depths (0 def, 3 armour) leafwalker's hardened leather cap of the depths (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% nature / +8% cold Allows you to breathe in: water Spell save: +6 (+3 eff.) Maximum life: +60.00 Healing mod.: +15% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic voratun helm of knowledge (0 def, 5 armour)prismatic voratun helm of knowledge (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +2 Wil Changes resistances: +16% light / +17% darkness Mindpower: +4 (+2 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. voratun helm (0 def, 5 armour)voratun helm (0 def, 5 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% 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. Willowusher (4 def, 24 armour)Willowusher (4 def, 24 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +24 Defense: +4 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +6 Dex / +3 Wil Changes resistances: +9% darkness / +18% nature Changes damage: +9% nature Reduces incoming crit damage: 10.00% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying voratun mail armour of thunder (5 def, 10 armour)fortifying voratun mail armour of thunder (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +20 (+5 eff.) Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +14 Str / +6 Mag / +4 Wil / +4 Con Changes resistances: +14% lightning Maximum life: +39.00 Spellpower: +21 (+13 eff.) Spell crit. chance: +7% Mindpower: +16 (+6 eff.) Mental crit. chance: +6% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Heatweeper the voratun plate armour (15 def, 24 armour)Heatweeper the voratun plate armour (15 def, 24 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +15 (+4 eff.) Fatigue: +32% Changes stats: +1 Mag / +5 Cun / +8 Con Changes resistances: +23% lightning / +12% fire / -17% light / +12% darkness Changes damage: +6% mind / +6% fire Physical save: +9 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +31 (+8 eff.) Spellpower: +5 (+5 eff.) Mental crit. chance: +4% A suit of armour made of metal plates. |
51 alchemist agate 51 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Lisawyn' (dig speed 16 turns) dwarven-steel pickaxe 'Lisawyn' (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +15 (+4 eff.) Changes stats: +2 Str / +2 Dex Changes damage: +15% physical Maximum life: +27.00 Maximum stamina: +19.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 61 power out of 40/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 153 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. barbed pouch of voratun shots of disruption (21/21, 61-73 power, 6 apr)barbed pouch of voratun shots of disruption (21/21, 61-73 power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 61.0 - 73.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +18.0% Capacity: 21 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Damage against: +18% Unnatural Shots are used with slings to pummel your foes to death. |
Filthoozer [power 560] (6/12 cooldown) Filthoozer [power 560] (6/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Changes resistances: +6% lightning / +6% light / +5% arcane Changes damage: +15% cold / +21% nature / +6% light It can be used to sting an enemy dealing 560 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Krogger the Krog Man the Krog Brawler level 30
61st Pyre 123rd year of Ascendancy at 19:34 see stats
By Krogger the Krog Man the Krog Brawler level 27
17th Regrowth 123rd year of Ascendancy at 16:15 see stats
By Krogger the Krog Man the Krog Brawler level 21
40th Haze 122nd year of Ascendancy at 07:06 see stats
By Krogger the Krog Man the Krog Brawler level 34
3rd Haze 123rd year of Ascendancy at 17:48 see stats
By Krogger the Krog Man the Krog Brawler level 35
15th Haze 123rd year of Ascendancy at 18:45 see stats
By Krogger the Krog Man the Krog Brawler level 39
12nd Regrowth 124th year of Ascendancy at 14:54 see stats
By Krogger the Krog Man the Krog Brawler level 33
14th Dusk 123rd year of Ascendancy at 08:52 see stats
By Krogger the Krog Man the Krog Brawler level 30
2nd Pyre 123rd year of Ascendancy at 21:19 see stats
By Krogger the Krog Man the Krog Brawler level 21
37th Haze 122nd year of Ascendancy at 06:13 see stats
By Krogger the Krog Man the Krog Brawler level 40
34th Regrowth 124th year of Ascendancy at 17:53 see stats
By Krogger the Krog Man the Krog Brawler level 32
4th Dusk 123rd year of Ascendancy at 00:46 see stats
By Krogger the Krog Man the Krog Brawler level 34
3rd Haze 123rd year of Ascendancy at 16:59 see stats
By Krogger the Krog Man the Krog Brawler level 18
71st Dusk 122nd year of Ascendancy at 01:10 see stats
By Krogger the Krog Man the Krog Brawler level 24
8th Decay 122nd year of Ascendancy at 12:36 see stats
By Krogger the Krog Man the Krog Brawler level 35
14th Haze 123rd year of Ascendancy at 19:46 see stats
By Krogger the Krog Man the Krog Brawler level 29
40th Regrowth 123rd year of Ascendancy at 23:40 see stats
By Krogger the Krog Man the Krog Brawler level 10
8th Mirth 122nd year of Ascendancy at 03:53 see stats
By Krogger the Krog Man the Krog Brawler level 20
75th Dusk 122nd year of Ascendancy at 11:50 see stats
By Krogger the Krog Man the Krog Brawler level 30
1st Pyre 123rd year of Ascendancy at 00:14 see stats
By Krogger the Krog Man the Krog Brawler level 40
33rd Regrowth 124th year of Ascendancy at 12:24 see stats
By Krogger the Krog Man the Krog Brawler level 30
43rd Pyre 123rd year of Ascendancy at 02:18 see stats
By Krogger the Krog Man the Krog Brawler level 42
54th Regrowth 124th year of Ascendancy at 06:55 see stats
By Krogger the Krog Man the Krog Brawler level 22
55th Haze 122nd year of Ascendancy at 04:35 see stats
By Krogger the Krog Man the Krog Brawler level 29
19th Regrowth 123rd year of Ascendancy at 16:36 see stats
By Krogger the Krog Man the Krog Brawler level 40
34th Regrowth 124th year of Ascendancy at 12:37 see stats
By Krogger the Krog Man the Krog Brawler level 19
73rd Dusk 122nd year of Ascendancy at 21:59 see stats
By Krogger the Krog Man the Krog Brawler level 32
4th Dusk 123rd year of Ascendancy at 01:47 see stats
By Krogger the Krog Man the Krog Brawler level 42
35th Regrowth 124th year of Ascendancy at 22:36 see stats
By Krogger the Krog Man the Krog Brawler level 23
69th Haze 122nd year of Ascendancy at 00:55 see stats
By Krogger the Krog Man the Krog Brawler level 36
42nd Haze 123rd year of Ascendancy at 07:06 see stats
By Krogger the Krog Man the Krog Brawler level 23
68th Haze 122nd year of Ascendancy at 08:38 see stats
By Krogger the Krog Man the Krog Brawler level 25
6th Regrowth 123rd year of Ascendancy at 12:29 see stats
By Krogger the Krog Man the Krog Brawler level 16
30th Dusk 122nd year of Ascendancy at 19:25 see stats
By Krogger the Krog Man the Krog Brawler level 36
44th Haze 123rd year of Ascendancy at 11:18 see stats
By Krogger the Krog Man the Krog Brawler level 27
16th Regrowth 123rd year of Ascendancy at 18:17 see stats
Log
Elorilaith the orc pyromancer's spatial tether hits Faerlhing for (175 absorbed), (7 mana), 0 temporal, (148 absorbed), (148 mana), 0 physical (0 total damage).
Elorilaith the orc pyromancer's spatial tether hits Krogger the Krog Man for (35 flat reduction), 88 temporal, (35 flat reduction), 75 physical (163 total damage).
Elorilaith the orc pyromancer's spatial tether hits Gaeramarth for 170 temporal, 177 physical (347 total damage).
Krogger the Krog Man resists the teleport!
Elorilaith the orc pyromancer's spatial tether hits Faerlhing for (283 absorbed), (283 mana), 0 temporal, (239 absorbed), (239 mana), 0 physical (0 total damage).
Elorilaith the orc pyromancer's spatial tether hits Krogger the Krog Man for (35 flat reduction), 164 temporal, (35 flat reduction), 143 physical (306 total damage).
Elorilaith the orc pyromancer's spatial tether hits Gaeramarth for 275 temporal, 287 physical (562 total damage).
Talent Fatal Attractor is ready to use.
Talent Flurry of Fists is ready to use.
Talent Uppercut is ready to use.
Talent Drake-Infused Blood is ready to use.
Talent Hurricane Throw is ready to use.
Krogger the Krog Man resists the teleport!
Elorilaith the orc pyromancer's spatial tether hits Faerlhing for (171 absorbed), (171 mana), 0 temporal, (144 absorbed), (144 mana), 0 physical (0 total damage).
Elorilaith the orc pyromancer's spatial tether hits Krogger the Krog Man for (35 flat reduction), 85 temporal, (35 flat reduction), 72 physical (157 total damage).
Krogger the Krog Man digs in his Boots of the Hunter.
Krogger the Krog Man prepares for the next kill!
Faerlhing deactivates Disruption Shield.
Faerlhing's disruption shield collapses and then explodes in a powerful manastorm!
Krogger the Krog Man resists the teleport!
Krogger the Krog Man resists the teleport!
Elorilaith the orc pyromancer's spatial tether hits Faerlhing for (430 absorbed), (430 mana), 0 temporal, 129 physical (129 total damage).
Elorilaith the orc pyromancer's spatial tether hits Krogger the Krog Man for (35 flat reduction), 73 temporal, (35 flat reduction), 61 physical (134 total damage).
Elorilaith the orc pyromancer's spatial tether hits Faerlhing for (210 ignored), 0 temporal, (177 ignored), 0 physical (0 total damage).
Elorilaith the orc pyromancer's spatial tether hits Krogger the Krog Man for (35 flat reduction), 88 temporal, (35 flat reduction), 75 physical (163 total damage).
Krogger the Krog Man resists the teleport!
Elorilaith the orc pyromancer's spatial tether hits Faerlhing for 301 temporal, 249 physical (551 total damage).
Elorilaith the orc pyromancer's spatial tether hits Krogger the Krog Man for (35 flat reduction), 142 temporal, (35 flat reduction), 119 physical (261 total damage).
Krogger the Krog Man the level 44 krog brawler was torn limb from limb to death by Elorilaith the orc pyromancer on level 2 of Vor Pride.