Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Forge Knight |
Level / Exp | 39 / 87% |
Size | medium |
Lifes / Deaths | Killed by venom drake hatchling at level 7 on the 1st Acquisition 122nd year of Ascendancy at 14:22 0 / 9Killed by Lada the thalore at level 12 on the 26th Profit 122nd year of Ascendancy at 19:12 Killed by Ivoseta the skeleton warrior at level 28 on the 3rd Wealth 123rd year of Ascendancy at 07:59 Killed by Ivoseta the skeleton warrior at level 28 on the 3rd Wealth 123rd year of Ascendancy at 09:13 Killed by icy orc wyrmic at level 32 on the 7th Steel 124th year of Ascendancy at 22:57 Killed by multi-hued drake at level 33 on the 9th Steel 124th year of Ascendancy at 08:13 Killed by armoured skeleton warrior at level 38 on the 19th Iron 125th year of Ascendancy at 08:58 Killed by ritch flamespitter at level 39 on the 25th Iron 125th year of Ascendancy at 03:47 Killed by multi-hued drake at level 39 on the 29th Iron 125th year of Ascendancy at 14:56 |
Primary Stats
Strength | 117 (base 58) |
Dexterity | 64 (base 41) |
Constitution | 63 (base 51) |
Magic | 32 (base 10) |
Willpower | 29 (base 10) |
Cunning | 65 (base 23) |
Resources
Life | -68/1430 |
Stamina | 292/292 |
Paradox | 0 |
Healing Factor | 1.9310023233355 |
Regeneration | 58.959929884319 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +12.7836465099% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 247 |
Accuracy | 56 |
Crit Chance | 45% |
APR | 30 |
Speed | 0.86 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 26 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 41.1 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 112.92 (81.030927835052%) |
Defense | 34.8 |
Ranged Defense | 48.866666666667 |
Fatigue | 0 |
Physical Save | 59.466666666667 |
Spell Save | 42.583333333333 |
Mental Save | 47.766666666667 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 58% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Blind Resistance | 6% |
Disarm Resistance | 38% |
Bleed Resistance | 27% |
Pinning Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 77% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 360 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 511 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 260 damage for 5 turns. The effect will scale with your magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 710% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 266.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Technique / Armor forging | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Bloodthirst | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forgeknight combat maneuvers | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Weapon forging | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Forge powers | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forgeknight combat expertise | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Forger's endurance | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by skeleton master archer. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by armoured skeleton warrior. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Heart of the Gloom. Escort: lost anorithil (level 2 of Heart of the Gloom)As a reward you improved Cunning by +1. | done |
You failed to protect the lost warrior from death by snow giant thunderer. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by Ivenor the emperor wight. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Cunning by +1. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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. | active |
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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Galewither' (0 def, 3 armour) pair of hardened leather boots 'Galewither' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to daze Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Changes damage: +3% lightning Life regen: +3.50 Healing mod.: +16% A pair of boots made of leather. |
Light source | 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | reforged Helm of the Dwarven Emperors (2 def, 11.5 armour) reforged Helm of the Dwarven Emperors (2 def, 11.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Defense: +2 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +2% lightning / +2% physical Mental save: +14 Blindness immunity: +6% Confusion immunity: +6% Fear immunity: +6% Stamina each turn: +0.70 Maximum stamina: +31.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Physical power: +0 Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +0 Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 248.92 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | gold ring of blinding strikes gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 17% chance to blind Effects on ranged hit: * 10% chance to blind Rings can have magical properties. |
On fingers | Umbrafiend the gold ring Umbrafiend the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind * 40% chance to inflict damage reduction Changes resistances penetration: +10% darkness Changes damage: +6% light Stun/Freeze immunity: +31% Life regen: +2.50 Rings can have magical properties. |
Around neck | Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
In main hand | reforged Razorblade, the Cursed Waraxe (83.5-116.9 power, 30 apr) reforged Razorblade, the Cursed Waraxe (83.5-116.9 power, 30 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 83.5 - 116.9 Uses stat: 122% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +35 Armour Penetration: +30 Physical crit. chance: +14.0% Attack speed: 116% When this weapon hits: Drain (15% chance level 3). Damage (Melee): +31 physical / +31 nature / +31 mind When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical / +16% light / +16% darkness See invisible: +5 One-handed war axes. |
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 Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (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 Description: Your quick wit allows you to see attacks before they land, granting you a 34% chance to completely evade them and granting you 33 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | reforged Unsetting Sun (12.5 def, 28.5 armour, 75.5 dam, 315 block) reforged Unsetting Sun (12.5 def, 28.5 armour, 75.5 dam, 315 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 75.5 - 90.6 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +315 When wielded/worn: Armour: +28 Defense: +12 Ranged Defense: +17 Fatigue: +14% Changes resistances: +30% blight / +13% fire / +43% darkness / +13% temporal Talent granted: +5 Block Spell save: +45 Disarm immunity: +27% Knockback immunity: +27% Light radius: +2 Handheld deflection devices. |
Cloak | Morningbait the elven-silk cloak (3 def, 0 armour) Morningbait the elven-silk cloak (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Effects on melee hit: * 40% chance to blind Changes resistances: +3% fire Changes damage: +6% light Physical save: +13 Mental save: +10 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. |
Main armor | reforged Plate of the Blackened Mind (10 def, 57 armour) reforged Plate of the Blackened Mind (10 def, 57 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +57 Defense: +10 Fatigue: +17% Effects when hit in melee: * 20% chance to cause random insanity Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +13% physical / +15% light / +20% darkness / +20% blight / +13% lightning / +25% mind / +13% temporal Talent mastery: +0.20 Cursed / Gloom Talents granted: +2 Repulsion Field +1 Power Catalyst: Magic Physical save: +41 Mental save: +25 Cut immunity: +27% Confusion immunity: +100% Pinning immunity: +27% Stun/Freeze immunity: +27% Fear immunity: +100% Life regen: +5.25 Maximum life: +180.00 Mindpower: +10 Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 5 Armour, 8 Defense and your attacks will gain 29% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion (300% speed; 6 turns)movement infusion (300% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 300% 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. 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. |
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! Most of them function better with a high Magic score. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% It can be used to activate talent Wormhole (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: 12 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 8 turns. At level 4, you may choose the exit location target area (radius 3). The duration will scale with your Paradox. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
This item will automatically be transmogrified when you leave the level. savior's stralite amuletsavior's stralite amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +15 Spell save: +12 Mental save: +12 Amulets can have magical properties. |
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, costing 10 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. |
rogue's gold ring of the mountain (+12%) rogue's gold ring of the mountain (+12%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 Changes stats: +5 Cun Changes resistances: +12% physical Changes damage: +12% physical Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. elemental stralite greatmaul of crippling (54.5-81.75 power, 3 apr)elemental stralite greatmaul of crippling (54.5-81.75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +17.0% Changes resistances penetration: +19% acid / +19% fire / +16% cold / +16% lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. inquisitor's stralite greatmaul of massacre (74.5-111.75 power, 3 apr)inquisitor's stralite greatmaul of massacre (74.5-111.75 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 74.5 - 111.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 26 arcane resource burn On weapon crit: * burns latent spell energy Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. acidic stralite greatsword of daylight (48.5-77.6 power, 3 apr)acidic stralite greatsword of daylight (48.5-77.6 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +19 acid / +19 light Damage against: +24% Undead Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. MalulenMalulen Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Physical power: +12 Changes stats: +6 Str / +2 Wil Changes resistances: +6% mind Changes damage: +12% mind Maximum psi: +30.00 Longbows are used to shoot arrows at your foes. |
reforged Acera (42-58.8 power, 12 apr) reforged Acera (42-58.8 power, 12 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 42.0 - 58.8 Uses stat: 112% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +20 Armour Penetration: +12 Physical crit. chance: +14.0% Attack speed: 109% When this weapon hits: Tidal Wave (10% chance level 2). Damage (Melee): +12 acid / +26 nature / +26 arcane Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid / +14% cold / +14% darkness Spell crit. chance: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. stralite mace of crippling (36-50.4 power, 5 apr)stralite mace of crippling (36-50.4 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +11.0% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. hateful pulsing mindstar of slime (13-14.3 power, 32 apr, nature damage)hateful pulsing mindstar of slime (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 5% Changes resistances penetration: +9% mind / +11% darkness Changes damage: +15% darkness / +5% nature / +11% mind Mindpower: +4 Mental crit. chance: +4% 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. blazebringer's reinforced leather sling of true flightblazebringer's reinforced leather sling of true flight Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +17 fire When wielded/worn: Accuracy: +13 Physical crit. chance: +7.0% Changes resistances penetration: +8% fire Global speed: +4% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. magewarrior's short elven-wood magestaff of illumination (25-30 power, 5 apr, lightning element)magewarrior's short elven-wood magestaff of illumination (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 Physical crit. chance: +7.0% Physical power: +5 Defense: +9 Effects on melee hit: * 12% chance to blind Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +18 Spell crit. chance: +7% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 66.26 light damage. Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Strength 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +0.00 Size category: +0 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. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +3 Wil / +5 Con Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold See invisible: +15 This jeweled crown shimmers with colors. |
reforged Crown of Command (3 def, 13 armour) reforged Crown of Command (3 def, 13 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Defense: +3 Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical / +13% light / +13% cold Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Talent granted: +1 Illuminate Mental save: +26 Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.75 Maximum stamina: +56.00 Mindpower: +5 It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. 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. spiked reinforced leather armour of the void (4 def, 7 armour)spiked reinforced leather armour of the void (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Damage (Melee): 7 temporal Damage (Ranged): 7 temporal Damage when hit (Melee): 13 physical Changes resistances: +21% darkness / +14% temporal Defense after a teleport: +21 Resist all after a teleport: +16% New effects duration reduction after a teleport: +18% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A suit of armour made of leather. |
reforged Borfast's Cage (5.5 def, 30 armour) reforged Borfast's Cage (5.5 def, 30 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +30 Defense: +6 Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +17% physical / +2% fire Talent granted: +1 Second Wind Reduces opponents crit chance: 20% Physical save: +38 Cut immunity: +6% Pinning immunity: +6% Stun/Freeze immunity: +6% Knockback immunity: +30% Life regen: +7.25 Maximum life: +211.00 A suit of armour made of metal plates. |
masterforged stralite shield (9 def, 6.5 armour, 64.5 dam, 167.5 block) masterforged stralite shield (9 def, 6.5 armour, 64.5 dam, 167.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 64.5 - 77.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +168 Burst (radius 1) on hit: +14 fire When wielded/worn: Armour: +6 Defense: +9 Ranged Defense: +10 Fatigue: +14% Damage (Melee): 6 fire Damage when hit (Melee): 14 fire Changes resistances: +6% lightning / +3% cold / +2% nature / +2% physical Changes resistances penetration: +10% darkness Talent cooldown: Last Resort (-5 turns) Talents granted: +1 Static Field +4 Block Spell save: +18 Disarm immunity: +6% Pinning immunity: +10% Stun/Freeze immunity: +5% Knockback immunity: +6% Handheld deflection devices. |
masterforged voratun shield (12.5 def, 11.5 armour, 121 dam, 242 block) masterforged voratun shield (12.5 def, 11.5 armour, 121 dam, 242 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 121.0 - 145.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +242 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +8 nature When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 Armour: +12 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage when hit (Melee): 4 nature Changes resistances: +13% acid / +13% fire / +13% light Changes resistances penetration: +15% lightning / +10% nature Changes damage: +6% nature Talents granted: +1 Banish +5 Block Spell save: +26 Disarm immunity: +27% Knockback immunity: +27% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. stralite shield (10 def, 2 armour, 48 dam, 147 block)stralite shield (10 def, 2 armour, 48 dam, 147 block) Requires: - Strength 35 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +147 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Talent granted: +4 Block Handheld deflection devices. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
346 alchemist agate 346 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 onyx 3 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 Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
8 sapphire 8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
7 jade 7 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 Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / -12% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal / +10% all Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass, costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
25 alchemist bloodstone 25 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 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% Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
6 ruby 6 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 Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Jetvice [power 175] (30 cooldown) Jetvice [power 175] (30 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +3% darkness / +5% arcane Changes damage: +3% darkness Talent granted: +3 Rushing Claws Spell save: +20 It can be used to heal the target for 175, placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
pearl 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 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% Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
By Tarcun the Dwarf Forge Knight level 29
30th Dearth 123rd year of Ascendancy at 14:01 see stats
By Tarcun the Dwarf Forge Knight level 29
6th Wealth 123rd year of Ascendancy at 10:52 see stats
By Tarcun the Dwarf Forge Knight level 33
9th Steel 124th year of Ascendancy at 06:18 see stats
By Tarcun the Dwarf Forge Knight level 37
10th Iron 125th year of Ascendancy at 06:05 see stats
By Tarcun the Dwarf Forge Knight level 31
42nd Dearth 123rd year of Ascendancy at 08:50 see stats
By Tarcun the Dwarf Forge Knight level 19
37th Dearth 122nd year of Ascendancy at 04:54 see stats
By Tarcun the Dwarf Forge Knight level 32
28th Iron 124th year of Ascendancy at 06:17 see stats
By Tarcun the Dwarf Forge Knight level 22
9th Iron 123rd year of Ascendancy at 10:14 see stats
By Tarcun the Dwarf Forge Knight level 30
37th Dearth 123rd year of Ascendancy at 08:13 see stats
By Tarcun the Dwarf Forge Knight level 15
37th Profit 122nd year of Ascendancy at 22:35 see stats
By Tarcun the Dwarf Forge Knight level 23
4th Gold 123rd year of Ascendancy at 18:07 see stats
By Tarcun the Dwarf Forge Knight level 35
30th Voratun 124th year of Ascendancy at 03:34 see stats
By Tarcun the Dwarf Forge Knight level 10
11st Profit 122nd year of Ascendancy at 14:37 see stats
By Tarcun the Dwarf Forge Knight level 20
25th Loss 122nd year of Ascendancy at 08:55 see stats
By Tarcun the Dwarf Forge Knight level 30
33rd Dearth 123rd year of Ascendancy at 03:05 see stats
By Tarcun the Dwarf Forge Knight level 23
21st Steel 123rd year of Ascendancy at 20:50 see stats
By Tarcun the Dwarf Forge Knight level 17
13rd Dearth 122nd year of Ascendancy at 05:06 see stats
By Tarcun the Dwarf Forge Knight level 33
11st Gold 124th year of Ascendancy at 18:17 see stats
By Tarcun the Dwarf Forge Knight level 31
37th Dearth 123rd year of Ascendancy at 18:12 see stats
By Tarcun the Dwarf Forge Knight level 5
20th Voratun 122nd year of Ascendancy at 23:21 see stats
By Tarcun the Dwarf Forge Knight level 28
3rd Wealth 123rd year of Ascendancy at 09:11 see stats
By Tarcun the Dwarf Forge Knight level 7
3rd Profit 122nd year of Ascendancy at 17:15 see stats
By Tarcun the Dwarf Forge Knight level 19
25th Loss 122nd year of Ascendancy at 08:55 see stats
By Tarcun the Dwarf Forge Knight level 16
22nd Wealth 122nd year of Ascendancy at 01:32 see stats
By Tarcun the Dwarf Forge Knight level 33
23rd Gold 124th year of Ascendancy at 00:41 see stats
By Tarcun the Dwarf Forge Knight level 19
25th Loss 122nd year of Ascendancy at 04:12 see stats
By Tarcun the Dwarf Forge Knight level 26
24th Gold 123rd year of Ascendancy at 17:49 see stats
By Tarcun the Dwarf Forge Knight level 17
26th Wealth 122nd year of Ascendancy at 15:21 see stats
By Tarcun the Dwarf Forge Knight level 39
25th Iron 125th year of Ascendancy at 03:47 see stats
By Tarcun the Dwarf Forge Knight level 28
5th Wealth 123rd year of Ascendancy at 18:15 see stats
Log
Multi-hued drake hits Something for 167 physical damage.
Multi-hued drake hits Tarcun for 151 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 167 physical damage.
Multi-hued drake hits Greater multi-hued wyrm for 101 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 167 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 129 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 167 physical damage.
Multi-hued drake breathes lightning!
Multi-hued drake hits Greater multi-hued wyrm for 69 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 114 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 125 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 150 lightning damage.
Multi-hued drake hits Something for 150 lightning damage.
Multi-hued drake hits Tarcun for 115 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 114 lightning damage.
Multi-hued drake hits Something for 150 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 150 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 131 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 150 lightning damage.
Multi-hued drake hatchling shrugs off the effect 'Dazed'!
You pickup 0.75 gold pieces.
Greater multi-hued wyrm breathes acid!
Greater multi-hued wyrm hits Tarcun for 332 acid damage.
Multi-hued drake breathes fire!
Multi-hued drake hatchling is on fire!
Multi-hued drake hatchling is on fire!
Multi-hued drake hatchling is on fire!
Multi-hued drake hatchling is on fire!
Saving game...