Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Berserker |
Level / Exp | 50 / 392% |
Size | medium |
Lifes / Deaths | Killed by Elandar at level 50 on the 29th Haze 123rd year of Ascendancy at 05:44 / 2Killed by Elandar at level 50 on the 29th Haze 123rd year of Ascendancy at 06:36 |
Primary Stats
Strength | 159 (base 64) |
Dexterity | 59 (base 43) |
Constitution | 92 (base 61) |
Magic | 27 (base 15) |
Willpower | 33 (base 8) |
Cunning | 72 (base 52) |
Resources
Mana | 385/389 |
Psi | 123/123 |
Life | -100/1935 |
Stamina | 246/284 |
Equilibrium | 0 |
Healing Factor | 2.5 |
Regeneration | 101.08731823653 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 46.286009934143 |
See Invisible | 55.286009934143 |
Offense: Mainhand
Damage | 320 |
Accuracy | 63 |
Crit Chance | 95% |
APR | 32 |
Speed | 0.91 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 23.125024273774 (100%) |
Defense | 58 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 71 |
Spell Save | 13 |
Mental Save | 50 |
Defense: Resistances
All | -5%( 70%) |
Defense: Immunities
Pinning Resistance | 71% |
Bleed Resistance | 70% |
Confusion Resistance | 17% |
Stun Resistance | 71% |
Instadeath Resistance | 100% |
Blind Resistance | 37% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 448 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 424 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 862% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1150% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.60 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.60 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Combat techniques | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Berserker Rage |
talent | Premonition |
talent | Chant of Fortress |
detrimental effect | Reduces global action speed by 15%. Slow |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 22.28, and stamina regeneration by 4.46. Bloodbath |
detrimental effect | The target is hexed. Each time it uses an ability it takes 155.81 fire damage, and talent cooldowns are increased by 112% plus 1 turn. Burning Hex |
beneficial effect | Reduces acid damage received by 13%. Premonition Shield |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target is recovering 74 life each turn. Recovery |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+24). Continuum Destabilization |
detrimental effect | The target has been splashed with acid, taking 47.27 acid damage per turn, reducing armour by 66 and attack by 57. Acid Splash |
beneficial effect | Increases critical hit chance by 23%. Berserker Rage |
detrimental effect | The target has been splashed with acid, reducing armour by 30% (0). Armor Corroded |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 31 defense. Evasion |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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 talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Islarin the giant lightning ant. Escort: lost anorithil (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Ce'Navea the lesser vampire. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost tinker from death by Nerinne the mountain troll. Escort: lost tinker (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by Elirith the stone troll. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eilinukira the pair of voratun boots (10 def, 5 armour) Eilinukira the pair of voratun boots (10 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +4% Changes stats: +4 Str / +2 Wil Changes resistances: +6% acid / +3% temporal Life regen: +9.10 Light radius: +1 Healing mod.: +58% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Uravor UravorCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical power: +6 (+1 eff.) Armour: +12 Defense: +23 (+6 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances penetration: +7% all Physical save: +14 (+3 eff.) Spell save: +19 (+13 eff.) Mental save: +15 (+5 eff.) Blindness immunity: +37% Confusion immunity: +17% Light radius: +10 See stealth: +7 See invisible: +16 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | eh (0 def, 5 armour) eh (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +11 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 mind / 4 temporal Changes stats: +6 Str / +7 Wil / +17 Lck Changes resistances: +15% lightning / +15% physical / +24% temporal Changes resistances penetration: +15% mind / +25% temporal Physical save: +15 (+3 eff.) Stamina when hit: +3.00 Equilibrium when hit: +3.00 Spell crit. chance: +8% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Cyrimitta the Corpsemaster [power 42] (1/30 cooldown) Cyrimitta the Corpsemaster [power 42] (1/30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% acid Changes damage: +3% nature Talent cooldown: Silence (-1 turn) Talents granted: +3 Telekinetic Blast +3 Silence Physical save: +9 (+2 eff.) Pinning immunity: +10% Stun/Freeze immunity: +10% It can be used to teleport randomly (rad 42), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Pugilism +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Superiority +0.30 Technique / Shield offense +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Technique / Two-handed weapons +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +23 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 fire Changes stats: +15 Str / +18 Con Changes resistances: +36% acid Changes resistances penetration: +10% nature / +10% fire Changes damage: +18% acid / +21% fire Can be unequipped, can't be rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | stralite greatsword 'Duvufang' (49.5-79.2 power, 3 apr) stralite greatsword 'Duvufang' (49.5-79.2 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 21% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +30 blight / +14 light Damage against: +19% Undead When wielded/worn: Damage when hit (Melee): 16 blight Changes resistances: +3% mind Changes damage: +3% blight Massive two-handed swords. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 1). When this weapon hits: Greater Weapon Focus (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | Cyrinne the voratun plate armour (23 def, 26 armour) Cyrinne the voratun plate armour (23 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +23 (+6 eff.) Fatigue: +26% Damage (Melee): 42 acid / 46 fire Damage when hit (Melee): 31 acid / 32 fire / 12 physical Changes stats: +6 Cun Changes resistances: +60% acid / +55% fire / +26% temporal Changes resistances penetration: +20% physical Changes damage: +6% blight Physical save: +9 (+2 eff.) Mental save: +22 (+7 eff.) Stamina each turn: +0.20 A suit of armour made of metal plates. |
Cloak | elven-silk cloak 'Emiyatha' (3 def, 0 armour) elven-silk cloak 'Emiyatha' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Str / +4 Dex / +9 Con Talent mastery: +0.40 Technique / Combat training Critical mult.: +15.00% Physical save: +13 (+3 eff.) Spell save: -30 (-30 eff.) Mental save: +13 (+4 eff.) Stamina each turn: +1.30 Mana each turn: -0.30 Only die when reaching: -50.00 life Maximum vim: +40.00 Spellpower: +4 (+2 eff.) Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Splendouroracle SplendouroracleInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +8 Wil Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +8% physical / +9% fire Cut immunity: +70% Combat speed: +10% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 169 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 190) healing infusion of the duelist (heal 190)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 30%; cure magical)wild infusion (resist 30%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 8 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 568 for 7 turns) shielding rune of the titan (absorb 568 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 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 568 damage for 7 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 675 for 4 turns) shielding rune of the warrior (absorb 675 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 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 675 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (282.00 temporal damage, removed from time 4 turns) Rune of the Rift (282.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 31 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 282.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
steel amulet 'Lisydathra' =22% stun= steel amulet 'Lisydathra' =22% stun=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +5 (+2 eff.) Changes stats: +3 Str / +5 Lck / +1 Con Changes resistances: +14% lightning Changes resistances penetration: +5% physical Stun/Freeze immunity: +22% Maximum life: +10.00 Reduce all damage from unseen attackers: 10% 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. |
gold ring 'Getilar' =32% stun= gold ring 'Getilar' =32% stun=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 14% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 17 bleed Damage when hit (Melee): 8 acid Changes stats: +5 Cun / +4 Con Changes resistances: +3% blight / +3% nature / +3% darkness / +3% lightning Physical save: +8 (+2 eff.) Spell save: +6 (+6 eff.) Stun/Freeze immunity: +32% Life regen: +2.20 Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Hurakalthohir the voratun ring =res= Hurakalthohir the voratun ring =res=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +9 Cun / +10 Dex Changes resistances: +22% acid / +28% fire / +24% cold / +29% lightning Changes damage: +6% arcane Critical mult.: +5.00% Blindness immunity: +30% Mana each turn: +0.04 Vim when firing critical spell: +3.00 Maximum mana: +80.00 Infravision radius: +5 See stealth: +21 See invisible: +19 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Ce'Nalle the Breezerip (24/24, 51.5-61.8 power, 6 apr)Ce'Nalle the Breezerip (24/24, 51.5-61.8 power, 6 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.5 - 61.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 On weapon hit: * 54% chance to corrode armour by 30% * Slows global speed by 40% * 10% chance to crush the target Damage (Ranged): +16 acid / +20 blight / +20 gravity / +20 nature / +12 mind Burst (radius 1) on hit: +32 nature / +8 acid Burst (radius 2) on crit: +8 acid Shots are used with slings to pummel your foes to death. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% acid / +20% cold Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Cameroddahor the voratun plate armour (9 def, 25 armour) Cameroddahor the voratun plate armour (9 def, 25 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +10.0% Physical power: +25 (+4 eff.) Armour: +25 Defense: +9 (+3 eff.) Fatigue: +16% Changes stats: +9 Str / +10 Mag / +11 Wil Changes resistances: +18% lightning / +30% fire / +9% darkness / +30% cold Changes damage: +12% mind Physical save: +12 (+3 eff.) Blindness immunity: +15% Stamina each turn: +0.60 Only die when reaching: -40.00 life Spellpower: +21 (+11 eff.) Spell crit. chance: +10% Mindpower: +25 (+10 eff.) Mental crit. chance: +10% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. fortifying voratun plate armour of fire resistance (9 def, 16 armour)fortifying voratun plate armour of fire resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +7 Str / +7 Con Changes resistances: +29% fire Maximum life: +84.00 A suit of armour made of metal plates. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 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 and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
drakeskin leather belt 'Glolaith' =60% healmod= drakeskin leather belt 'Glolaith' =60% healmod=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +6 Changes stats: +5 Dex / +5 Cun / +9 Lck Changes damage: +9% mind Trap disarming bonus: +23 Stealth bonus: +13 Physical save: +30 (+7 eff.) Mental save: +12 (+4 eff.) Life regen: +6.80 Only die when reaching: -20.00 life Maximum life: +20.00 Infravision radius: +5 Healing mod.: +59% A belt that goes around your waist. |
Betorenne the linen cloak (1 def, 0 armour) =slow 30%= Betorenne the linen cloak (1 def, 0 armour) =slow 30%=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes stats: +2 Wil Changes resistances: +9% lightning / +3% mind / +3% darkness Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeeeee (18 def, 21 armour) Yeeeee (18 def, 21 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +21 Defense: +18 (+5 eff.) Changes stats: +6 Str / +2 Wil / +1 Cun / +6 Con Changes resistances: +12% mind / +30% cold Changes damage: +9% mind Physical save: +39 (+9 eff.) Spell save: +40 (+23 eff.) Mental save: +44 (+13 eff.) Maximum life: +110.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Noriana (0 def, 13 armour) Ce'Noriana (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Changes stats: +8 Str / +2 Wil / +5 Con Changes resistances penetration: +10% physical Changes damage: +7% physical Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) =yeeeeeeeeeeeeeee= Wanderer's Rest (4 def, 0 armour) =yeeeeeeeeeeeeeee=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Starfiend (0 def, 5 armour) Starfiend (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes stats: +10 Mag Changes resistances: +15% light / +12% fire Changes damage: +6% fire Maximum encumbrance: +47 Physical save: +12 (+3 eff.) Spell save: +15 (+11 eff.) Lowers spell cool-downs by: 20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. grounding pair of voratun boots (0 def, 5 armour)grounding pair of voratun boots (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +14% lightning / +15% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tuliregogen the hardened leather gloves (0 def, 8 armour) =dispel= Tuliregogen the hardened leather gloves (0 def, 8 armour) =dispel=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Damage (Melee): 11 arcane Changes stats: +2 Dex / +5 Mag / +5 Wil Changes resistances: +3% arcane Maximum life: +10.00 When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +7 arcane Burst (radius 2) on crit: +12 temporal 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of the juggernaut (0 def, 2 armour) =juggernaut= hardened leather gloves of the juggernaut (0 def, 2 armour) =juggernaut=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Con Physical save: +15 (+3 eff.) Spell save: +5 (+5 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +28% When used to modify unarmed attacks: Base power: 15.0 - 16.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +6 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 6.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 40% and provides a 23% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Khelihek the linen wizard hat (1 def, 0 armour) =slow 30%= Khelihek the linen wizard hat (1 def, 0 armour) =slow 30%=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +5 Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% lightning / +5% temporal / +6% darkness Changes damage: +3% physical Physical save: +3 (+0 eff.) A pointy cloth hat, very wizardly... |
Emuba the hardened leather cap (0 def, 3 armour) =10 cun= Emuba the hardened leather cap (0 def, 3 armour) =10 cun=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str / +3 Mag / +10 Cun Stamina when hit: +1.20 Equilibrium when hit: +1.40 Infravision radius: +2 A cap made of leather. |
Flareclamor (2 def, 0 armour) =mana regen= Flareclamor (2 def, 0 armour) =mana regen=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 mind / 12 fire Changes resistances: +9% fire Changes resistances penetration: +10% mind / +15% fire Changes damage: +12% mind / +12% fire Mana each turn: +0.15 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour) =reveal= Omniscience (7 def, 0 armour) =reveal=Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+8 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +0 Str / +10 Wil / +0 Cun / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+3 eff.) Activating this item is instant. 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 crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
zircon 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. |
aquamarine 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+8 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+8 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
928 alchemist agate 928 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. |
57 alchemist bloodstone 57 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. |
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 (88 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 59/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning), costing 50 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 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. |
Erelatorab the Demonstone (dig speed 10 turns) Erelatorab the Demonstone (dig speed 10 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +10.0% Changes stats: +8 Str / +6 Wil / +4 Cun Changes resistances penetration: +15% darkness Changes damage: +40% mind / +10% fire Mental save: +10 (+3 eff.) Mental crit. chance: +10% Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Salyyalle the Morbusdare [power 16] (1/20 cooldown) =slow 15%= Salyyalle the Morbusdare [power 16] (1/20 cooldown) =slow 15%=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 mind Changes resistances: +12% nature Changes resistances penetration: +25% nature Changes damage: +3% mind It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. dragonbone totem of thorny skin [power 90] (1/20 cooldown)dragonbone totem of thorny skin [power 90] (1/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Brightfury the elm wand of firewall [power 73] (1/6 cooldown) Brightfury the elm wand of firewall [power 73] (1/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light Changes resistances: +6% nature Changes resistances penetration: +15% nature Changes damage: +3% nature / +3% light Light radius: +1 It can be used to creates a wall of flames lasting 4 turns (dealing 95 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By helLo the Halfling Berserker level 33
50th Regrowth 123rd year of Ascendancy at 08:53 see stats
By helLo the Halfling Berserker level 45
7th Dusk 123rd year of Ascendancy at 22:56 see stats
By helLo the Halfling Berserker level 33
48th Regrowth 123rd year of Ascendancy at 08:39 see stats
By helLo the Halfling Berserker level 43
9th Flare 123rd year of Ascendancy at 05:48 see stats
By helLo the Halfling Berserker level 36
73rd Regrowth 123rd year of Ascendancy at 23:29 see stats
By helLo the Halfling Berserker level 7
2nd Dusk 122nd year of Ascendancy at 18:12 see stats
By helLo the Halfling Berserker level 35
70th Regrowth 123rd year of Ascendancy at 16:11 see stats
By helLo the Halfling Berserker level 31
40th Regrowth 123rd year of Ascendancy at 06:30 see stats
By helLo the Halfling Berserker level 21
49th Haze 122nd year of Ascendancy at 19:32 see stats
By helLo the Halfling Berserker level 46
23rd Dusk 123rd year of Ascendancy at 12:58 see stats
By helLo the Halfling Berserker level 50
20th Haze 123rd year of Ascendancy at 05:51 see stats
By helLo the Halfling Berserker level 10
11st Dusk 122nd year of Ascendancy at 10:45 see stats
By helLo the Halfling Berserker level 20
48th Haze 122nd year of Ascendancy at 07:01 see stats
By helLo the Halfling Berserker level 30
31st Regrowth 123rd year of Ascendancy at 14:56 see stats
By helLo the Halfling Berserker level 40
61st Pyre 123rd year of Ascendancy at 14:32 see stats
By helLo the Halfling Berserker level 50
76th Dusk 123rd year of Ascendancy at 13:40 see stats
By helLo the Halfling Berserker level 31
43rd Regrowth 123rd year of Ascendancy at 14:38 see stats
By helLo the Halfling Berserker level 50
18th Haze 123rd year of Ascendancy at 21:03 see stats
By helLo the Halfling Berserker level 47
44th Dusk 123rd year of Ascendancy at 13:18 see stats
By helLo the Halfling Berserker level 15
49th Dusk 122nd year of Ascendancy at 21:20 see stats
By helLo the Halfling Berserker level 33
63rd Regrowth 123rd year of Ascendancy at 10:42 see stats
By helLo the Halfling Berserker level 30
35th Regrowth 123rd year of Ascendancy at 12:12 see stats
By helLo the Halfling Berserker level 24
73rd Haze 122nd year of Ascendancy at 00:31 see stats
By helLo the Halfling Berserker level 36
70th Regrowth 123rd year of Ascendancy at 19:37 see stats
By helLo the Halfling Berserker level 31
37th Regrowth 123rd year of Ascendancy at 23:06 see stats
By helLo the Halfling Berserker level 7
1st Summertide 122nd year of Ascendancy at 06:43 see stats
By helLo the Halfling Berserker level 41
2nd Summertide 123rd year of Ascendancy at 15:38 see stats
By helLo the Halfling Berserker level 46
21st Dusk 123rd year of Ascendancy at 00:14 see stats
By helLo the Halfling Berserker level 38
39th Pyre 123rd year of Ascendancy at 07:42 see stats
By helLo the Halfling Berserker level 21
50th Haze 122nd year of Ascendancy at 07:14 see stats
By helLo the Halfling Berserker level 14
22nd Dusk 122nd year of Ascendancy at 19:22 see stats
By helLo the Halfling Berserker level 50
29th Haze 123rd year of Ascendancy at 05:44 see stats
By helLo the Halfling Berserker level 32
47th Regrowth 123rd year of Ascendancy at 03:19 see stats
Log
Argoniel resists the blinding light!
HelLo casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
helLo hits Argoniel for (148 to bones), 0 physical, 8 blight, 5 light, 19 fire, 12 acid, 32 physical, 5 arcane, 19 fire, 12 acid (112 total damage).
Argoniel hits helLo for 12 acid, 20 physical, 9 nature, 12 acid, 20 physical, 9 nature (83 total damage).
A part of Argoniel's bone shield regenerates.
HelLo is recovering from the damage!
HelLo tries to evade attacks.
HelLo's armor corrodes!
HelLo slows down.
Argoniel drains life from helLo!
Argoniel resists the mind attack!
Argoniel hits helLo for 210 physical, 7 acid, 7 cold, 3 fire, 8 lightning, 47 blight (282 total damage).
helLo hits Argoniel for 24 healing, (9 to bones), 0 acid, 5 physical, 4 blight, 17 fire, 1 mind, 2 temporal (29 total damage) [24 healing].
HelLo's mark disappears.
helLo receives 185 healing.
Acid Splash from Argoniel hits helLo for 16 acid damage.
--------------------------------
helLo performs a melee critical strike against Argoniel!
HelLo's blood frenzy intensifies!
helLo hits Argoniel for 268 physical, 8 blight, 5 light, 19 fire, 12 acid (312 total damage).
Argoniel hits helLo for 12 acid, 20 physical, 9 nature (41 total damage).
Elandar casts Moonlight Ray.
Elandar's spell attains critical power!
Elandar hits helLo for 303 darkness damage.
Elandar stops regenerating health quickly.
Elandar casts Freeze.
Elandar's spell attains critical power!
Saving game...