Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 20 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by orc archer at level 2 on the 18th Voratun 122nd year of Ascendancy at 23:53 0 / 5Killed by boiling horror at level 15 on the 45th Dearth 122nd year of Ascendancy at 19:51 Killed by Cyreyath the cutpurse at level 18 on the 19th Steel 123rd year of Ascendancy at 05:34 Killed by Poravena the bone giant at level 19 on the 34th Steel 123rd year of Ascendancy at 21:13 Killed by greater multi-hued wyrm at level 20 on the 13rd Gold 123rd year of Ascendancy at 12:56 |
Primary Stats
| Strength | 27 (base 17) |
| Dexterity | 11 (base 10) |
| Constitution | 23 (base 11) |
| Magic | 43 (base 36) |
| Willpower | 62 (base 48) |
| Cunning | 20 (base 10) |
Resources
| Life | 559/559 |
| Mana | 394/394 |
| Equilibrium | 45 |
| Healing Factor | 1 |
| Regeneration | 0.75 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 9 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 20 |
| Crit Chance | 5% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 20 |
| Crit Chance | 6% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39.7 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 36.995807361332 (30%) |
| Defense | 35.175 |
| Ranged Defense | 39.175 |
| Fatigue | 24 |
| Physical Save | 36.807688073394 |
| Spell Save | 40.955125382263 |
| Mental Save | 37.407688073394 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 5% |
| Bleed Resistance | 10% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 27 with a minimum range of 15. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 300 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Stone | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Stone Vines |
| talent | Shards |
| talent | Eldritch Infusion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 24. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed snow giant kidney. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eremorek (12 def, 3 armour) Eremorek (12 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Fatigue: +2% Changes resistances: +5% arcane It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 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 18% chance to completely evade them and granting you 7 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | dwarven-steel helm 'Belidrahir' (0 def, 4 armour) dwarven-steel helm 'Belidrahir' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +1 Wil / +2 Con Light radius: +1 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | psychic's iron gauntlets of dispersion (0 def, 1 armour) psychic's iron gauntlets of dispersion (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane / 6 mind Changes stats: +4 Mag / +4 Wil Changes resistances: +4% arcane / +6% mind Changes damage: +3% mind It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | sapper's dwarven-steel pickaxe (dig speed 24 turns) sapper's dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Cun / +2 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | mule's copper ring of frost (+24%) mule's copper ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +24% cold Changes damage: +12% cold Maximum encumbrance: +20 Rings can have magical properties. |
| Around neck | wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex / +4 Cun / +4 Con Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Wrathroot's Barkwood (9 def, 10 armour, 20.5-28.7 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 20.5-28.7 power, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 20.5 - 28.7 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | deflecting dwarven-steel shield of radiance (16 def, 2 armour, 31-37.2 power, 77 block) deflecting dwarven-steel shield of radiance (16 def, 2 armour, 31-37.2 power, 77 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +77 Damage (Melee): +12 light When wielded/worn: Armour: +2 Defense: +16 (+7 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 16% chance to blind Changes stats: +3 Mag / +3 Con Changes resistances: +13% light Talent granted: +3 Block Deflect projectiles away: +5% Handheld deflection devices. |
| Cloak | linen cloak 'Emelathra' (1 def, 0 armour) linen cloak 'Emelathra' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% light Cut immunity: +10% Stun/Freeze immunity: +5% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+4 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 35.56 to 44.45 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
movement infusion of the sneak (360% speed; 5 turns) movement infusion of the sneak (360% speed; 5 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 (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 360% 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 Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Runachak the Cloudfury Runachak the CloudfuryInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes stats: +2 Dex Amulets can have magical properties. |
gold amulet 'Arcstun' gold amulet 'Arcstun'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +3% mind / +12% temporal Changes damage: +3% mind / +18% lightning Pinning immunity: +34% Knockback immunity: +20% Amulets can have magical properties. |
Yvuba YvubaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% temporal Grants telepathy: Dragon Silence immunity: +27% Mana each turn: +0.10 Rings can have magical properties. |
pixie's stralite ring of warding pixie's stralite ring of wardingRequires: - Level 25 Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun / +5 Mag Changes resistances: +16% acid / +10% fire / +19% cold / +18% lightning Spellpower: +8 (+4 eff.) Rings can have magical properties. This item has been sent to the Item's Vault. |
titan's steel ring of corrosion (+22%) titan's steel ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% acid Changes damage: +11% acid Physical save: +6 (+3 eff.) Rings can have magical properties. |
wizard's steel ring of tenacity wizard's steel ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Disarm immunity: +26% Pinning immunity: +23% Knockback immunity: +26% Maximum life: +24.00 Rings can have magical properties. |
Dagytir the stralite greatmaul (69.5-104.25 power, 3 apr) Dagytir the stralite greatmaul (69.5-104.25 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 mind When wielded/worn: Accuracy: +13 (+6 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Str Changes resistances: +3% lightning / +15% cold / +3% darkness Changes damage: +17% physical Stamina when hit: +3.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed mauls. This item has been sent to the Item's Vault. |
Naleldir the stralite greatmaul (64-96 power, 3 apr) Naleldir the stralite greatmaul (64-96 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 64.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 13% chance to inflict damage reduction * 20% chance to cause random gloom * 20% chance to curse the target * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +16 temporal When wielded/worn: Damage when hit (Melee): 8 mind Massive two-handed mauls. This item has been sent to the Item's Vault. |
Undeathvault (47.5-76 power, 3 apr) Undeathvault (47.5-76 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +38 (+19 eff.) Defense: +33 (+13 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes damage: +3% nature Critical mult.: +10.00% Spell save: +3 (+1 eff.) Disarm immunity: +111% Massive two-handed swords. This item has been sent to the Item's Vault. |
elven-wood longbow 'Malylin' elven-wood longbow 'Malylin'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +8 cold Burst (radius 1) on hit: +4 blight When wielded/worn: Ammo reloads per turn: +3 Changes stats: +4 Mag Changes resistances: +6% blight Changes resistances penetration: +24% physical / +7% temporal Changes damage: +6% blight / +8% temporal / +9% physical / +14% cold Talent mastery: +0.10 Chronomancy / Bow Threading Damage Shield penetration: +21% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
Airobsidian (34-47.6 power, 5 apr) Airobsidian (34-47.6 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 nature / +15 temporal Burst (radius 2) on crit: +4 lightning When wielded/worn: Changes stats: +1 Wil Changes damage: +3% lightning Critical mult.: +10.00% Sharp, long, and deadly. This item has been sent to the Item's Vault. |
projecting pulsing mindstar of life (12.5-13.75 power, 32 apr, mind damage) projecting pulsing mindstar of life (12.5-13.75 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +13% lightning / +12% fire / +13% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Life regen: +0.90 Maximum life: +27.00 Mindpower: +8 (+3 eff.) 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 has been sent to the Item's Vault. |
thorny mindstar 'Scabbrand' (8.5-9.35 power, 24 apr, nature damage) thorny mindstar 'Scabbrand' (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +4 temporal Burst (radius 1) on hit: +4 nature When wielded/worn: Changes resistances: +2% blight Changes damage: +4% nature Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Physical save: +2 (+1 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Disease immunity: +13% Equilibrium when hit: +1.00 Hate per kill: +2.00 Psi per kill: +1.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% It can be used to inflict 76.16 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 20 turns. 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 has been sent to the Item's Vault. |
Polemina the elven-wood magestaff (25-30 power, 5 apr, fire element) Polemina the elven-wood magestaff (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour * 40% chance to cause random gloom Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +4 mind When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 21 fire Changes damage: +6% acid / +25% fire Talent granted: +1 Command Staff Critical mult.: +39.00% Mana each turn: +0.22 Spellpower: +27 (+12 eff.) Spell crit. chance: +4% See invisible: +12 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
dragonbone starstaff 'Mayutta' (30-36 power, 6 apr, light element) dragonbone starstaff 'Mayutta' (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil / +5 Mag Changes damage: +30% light / +12% blight Talent granted: +1 Command Staff Psi when hit: +0.08 Maximum mana: +38.00 Maximum psi: +50.00 Spellpower: +36 (+15 eff.) Spell crit. chance: +14% Mindpower: +4 (+1 eff.) It can be used to unleash an elemental blastwave, dealing 26.93 - 32.32 light damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
ethereal yew magestaff of wizardry (20-24 power, 4 apr, cold element) ethereal yew magestaff of wizardry (20-24 power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +11 (+5 eff.) Damage (Melee): 4 % chance of confusion Changes stats: +2 Mag / +2 Wil Changes damage: +20% cold Talent granted: +1 Command Staff Maximum mana: +44.00 Spellpower: +18 (+9 eff.) Spell crit. chance: +3% Damage Shield penetration: +23% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
greater yew magestaff of channeling (20-24 power, 4 apr, fire element) greater yew magestaff of channeling (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% cold / +20% arcane / +20% fire Talent granted: +1 Command Staff Mana each turn: +0.16 Spellpower: +28 (+12 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
void walker's elven-wood magestaff of blasting (25-30 power, 5 apr, fire element) void walker's elven-wood magestaff of blasting (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness / +5% temporal Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +18 (+9 eff.) Spell crit. chance: +13% Defense after a teleport: +15 Resist all after a teleport: +21% New effects duration reduction after a teleport: +18% Reduces paradox anomalies(equivalent to willpower): +19 It can be used to unleash an elemental blastwave, dealing 25.39 - 30.46 fire damage in a radius 5 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
thunderous orite trident of massacre (53.5-85.6 power, 13 apr) thunderous orite trident of massacre (53.5-85.6 power, 13 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12% chance to daze When wielded/worn: Changes stats: +3 Str / +2 Dex / +2 Mag / +3 Wil / +3 Cun / +5 Con Changes resistances penetration: +12% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. This item has been sent to the Item's Vault. |
thunderous orite trident of projection (40-64 power, 13 apr) thunderous orite trident of projection (40-64 power, 13 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 19% chance to daze Damage (Melee): +14 mind When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +3 Wil / +2 Cun / +5 Con Changes resistances penetration: +16% lightning It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. This item has been sent to the Item's Vault. |
Pyrewild (38.5-53.9 power, 6 apr) Pyrewild (38.5-53.9 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 16% chance to daze * 20% chance to blind * 25% chance to remove a magical effect Damage (Melee): +18 nature / +4 fire / +12 mind Burst (radius 1) on hit: +12 fire When wielded/worn: Changes stats: +3 Str / +3 Dex / +4 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances penetration: +10% lightning It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. This item has been sent to the Item's Vault. |
noble's rough leather belt of unlife noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
cashmere cloak 'Islissra' (2 def, 0 armour) cashmere cloak 'Islissra' (2 def, 0 armour)Requires: - Level 15 Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Changes stats: +2 Dex / +3 Mag / +3 Cun Changes resistances: +6% temporal Physical save: +6 (+3 eff.) Spell save: +20 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
linen cloak 'Daimorain' (8 def, 0 armour) linen cloak 'Daimorain' (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +1 Str / +3 Wil / +1 Con Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the Shaloren (2 def, 0 armour) spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Wil / +5 Mag Spell save: +10 (+3 eff.) Maximum mana: +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Kelebers the pair of hardened leather boots (0 def, 3 armour) Kelebers the pair of hardened leather boots (0 def, 3 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Dex / +1 Wil Changes resistances: +19% darkness / +21% temporal Changes resistances penetration: +15% darkness / +16% temporal Spell save: +6 (+2 eff.) Knockback immunity: +10% Defense after a teleport: +18 Resist all after a teleport: +15% New effects duration reduction after a teleport: +18% A pair of boots made of leather. This item has been sent to the Item's Vault. |
pair of hardened leather boots 'Dagichak' (0 def, 7 armour) pair of hardened leather boots 'Dagichak' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +3 Str / +2 Con Changes resistances: +6% cold Changes resistances penetration: +5% acid Mental save: +3 (+2 eff.) Only die when reaching: -20.00 life It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Islusenn the Demonsweep (0 def, 2 armour) Islusenn the Demonsweep (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Armour: +2 Changes stats: +2 Cun / +4 Dex Changes resistances penetration: +5% darkness It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aetheric drakeskin leather armour of thunder (5 def, 8 armour) aetheric drakeskin leather armour of thunder (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +17 (+6 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 8 arcane Damage (Ranged): 7 arcane Changes stats: +5 Str / +6 Mag / +6 Wil Changes resistances: +12% lightning Mana each turn: +0.28 Spellpower: +35 (+14 eff.) Spell crit. chance: +4% Mindpower: +18 (+6 eff.) Mental crit. chance: +7% A suit of armour made of leather. This item has been sent to the Item's Vault. |
reinforced leather armour 'Sileyama' (10 def, 7 armour) reinforced leather armour 'Sileyama' (10 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +2 Armour: +7 Defense: +10 (+5 eff.) Fatigue: +8% Changes stats: +6 Str / +10 Dex Physical save: +27 (+10 eff.) Stamina each turn: +0.60 Maximum life: +67.00 A suit of armour made of leather. This item has been sent to the Item's Vault. |
Obsidianblast (20/20, 34-47.6 power, 10 apr) Obsidianblast (20/20, 34-47.6 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 20 On weapon hit: * 40% chance to daze * 10% chance to disease * 40% chance to inflict damage reduction Damage (Ranged): +8 blight Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
Xunn the quiver of elven-wood arrows (24/24, 49-68.6 power, 14 apr) Xunn the quiver of elven-wood arrows (24/24, 49-68.6 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 49.0 - 68.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 24 Damage (Ranged): +8 arcane / +16 blight Burst (radius 1) on hit: +16 mind Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
plaguebringer's quiver of dragonbone arrows of torment (24/24, 55-77 power, 18 apr) plaguebringer's quiver of dragonbone arrows of torment (24/24, 55-77 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.0 - 77.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 24 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 11% chance to disease * 20% chance to torment the target Damage (Ranged): +12 blight / +11 mind / +8 darkness Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
34 alchemist agate 34 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal 11 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Adata AdataRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Mag / +1 Wil / +2 Con Changes resistances: +7% blight / +8% darkness Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 20 blight damage or heals 30 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
dreamer's brass lantern of the zealot dreamer's brass lantern of the zealotRequires: - Level 15 Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+2 eff.) Mental save: +4 (+2 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +5% Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. This item has been sent to the Item's Vault. |
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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Earth the Dwarf Stone Warden level 16
2nd Loss 122nd year of Ascendancy at 02:10 see stats
Bringer of Doom
Killed a Bringer of Doom.By Earth the Dwarf Stone Warden level 17
27th Iron 123rd year of Ascendancy at 05:43 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Earth the Dwarf Stone Warden level 13
29th Dearth 122nd year of Ascendancy at 00:58 see stats
Exterminator
Killed 1000 creatures.By Earth the Dwarf Stone Warden level 16
25th Iron 123rd year of Ascendancy at 19:17 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Earth the Dwarf Stone Warden level 16
1st Loss 122nd year of Ascendancy at 19:26 see stats
Level 10
Got a character to level 10.By Earth the Dwarf Stone Warden level 10
23rd Profit 122nd year of Ascendancy at 05:07 see stats
Level 20
Got a character to level 20.By Earth the Dwarf Stone Warden level 20
35th Steel 123rd year of Ascendancy at 09:11 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Earth the Dwarf Stone Warden level 12
40th Profit 122nd year of Ascendancy at 23:36 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Earth the Dwarf Stone Warden level 4
20th Voratun 122nd year of Ascendancy at 14:19 see stats
The Arena
Unlocked Arena mode.By Earth the Dwarf Stone Warden level 12
4th Wealth 122nd year of Ascendancy at 14:53 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Earth the Dwarf Stone Warden level 14
40th Dearth 122nd year of Ascendancy at 06:05 see stats
The secret city
Discovered the truth about mages.By Earth the Dwarf Stone Warden level 12
2nd Wealth 122nd year of Ascendancy at 11:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Earth the Dwarf Stone Warden level 17
27th Iron 123rd year of Ascendancy at 06:30 see stats
Log
Saving game...
You transfer aetheric drakeskin leather armour of thunder (5 def, 8 armour) from the online item's vault.
Saving done.
Earth deactivates Stone Vines.
Earth deactivates Eldritch Infusion.
Earth deactivates Shards.
Earth deactivates Stone Skin.
