










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
Addons | 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 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/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:
|
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 40 / 42% |
Size | medium |
Lifes / Deaths | Killed by orc archer at level 2 on the 17th Voratun 122nd year of Ascendancy at 15:55 / 45Killed by brecklorn at level 5 on the 21st Voratun 122nd year of Ascendancy at 07:51 Killed by ritch flamespitter at level 10 on the 9th Profit 122nd year of Ascendancy at 21:38 Killed by thief at level 12 on the 15th Profit 122nd year of Ascendancy at 19:49 Killed by Ghei the human at level 15 on the 44th Profit 122nd year of Ascendancy at 17:07 Killed by Streri the halfling at level 15 on the 44th Profit 122nd year of Ascendancy at 18:00 Killed by Ghei the human at level 15 on the 44th Profit 122nd year of Ascendancy at 19:55 Killed by bandit at level 15 on the 11st Dearth 122nd year of Ascendancy at 06:08 Killed by Emelimina the cave bear at level 16 on the 4th Shortage 122nd year of Ascendancy at 00:07 Killed by ritch flamespitter at level 17 on the 14th Shortage 122nd year of Ascendancy at 21:41 Killed by war hound at level 17 on the 14th Shortage 122nd year of Ascendancy at 22:28 Killed by saw horror at level 18 on the 18th Shortage 122nd year of Ascendancy at 04:11 Killed by Weirdling Beast at level 18 on the 18th Shortage 122nd year of Ascendancy at 15:29 Killed by Layorira the slaver at level 18 on the 22nd Gold 123rd year of Ascendancy at 03:58 Killed by Layorira the slaver at level 18 on the 22nd Gold 123rd year of Ascendancy at 04:41 Killed by fire drake at level 20 on the 13rd Voratun 123rd year of Ascendancy at 10:05 Killed by fire wyrm at level 20 on the 13rd Voratun 123rd year of Ascendancy at 13:36 Killed by ultimate telugoroth at level 20 on the 13rd Voratun 123rd year of Ascendancy at 20:46 Killed by dredge at level 20 on the 13rd Voratun 123rd year of Ascendancy at 22:08 Killed by Velukira the skeleton warrior at level 22 on the 2nd Acquisition 123rd year of Ascendancy at 12:43 Killed by snow giant boulder thrower at level 26 on the 8th Wealth 123rd year of Ascendancy at 19:26 Killed by Emidalaith the elven corruptor at level 28 on the 17th Wealth 123rd year of Ascendancy at 05:43 Killed by Betydhetira the elven warrior at level 28 on the 17th Wealth 123rd year of Ascendancy at 11:51 Killed by Ce'Nuserin the elven blood mage at level 28 on the 17th Wealth 123rd year of Ascendancy at 17:47 Killed by Voryldadhewen the elven blood mage at level 28 on the 17th Wealth 123rd year of Ascendancy at 19:17 Killed by elven cultist at level 28 on the 17th Wealth 123rd year of Ascendancy at 22:21 Killed by Yviriawyn the elven warrior at level 28 on the 18th Wealth 123rd year of Ascendancy at 05:02 Killed by Yviriawyn the elven warrior at level 28 on the 18th Wealth 123rd year of Ascendancy at 05:42 Killed by Yviriawyn the elven warrior at level 28 on the 18th Wealth 123rd year of Ascendancy at 06:43 Killed by elven tempest at level 28 on the 18th Wealth 123rd year of Ascendancy at 07:46 Killed by Porylaith the elven tempest at level 29 on the 18th Wealth 123rd year of Ascendancy at 17:51 Killed by Porylaith the elven tempest at level 29 on the 18th Wealth 123rd year of Ascendancy at 18:21 Killed by Porylaith the elven tempest at level 29 on the 18th Wealth 123rd year of Ascendancy at 18:59 Killed by venom drake at level 31 on the 14th Dearth 123rd year of Ascendancy at 21:02 Killed by fire wyrm at level 32 on the 15th Dearth 123rd year of Ascendancy at 15:28 Killed by luminous horror at level 32 on the 15th Dearth 123rd year of Ascendancy at 17:07 Killed by luminous horror at level 32 on the 15th Dearth 123rd year of Ascendancy at 22:56 Killed by luminous horror at level 32 on the 15th Dearth 123rd year of Ascendancy at 23:33 Killed by luminous horror at level 32 on the 16th Dearth 123rd year of Ascendancy at 00:31 Killed by skeleton warrior at level 32 on the 16th Dearth 123rd year of Ascendancy at 07:47 Killed by zombie bunny at level 34 on the 13rd Loss 123rd year of Ascendancy at 23:48 Killed by golem (servant of Ce'Nynne of the Bunnypocalypse) at level 35 on the 14th Loss 123rd year of Ascendancy at 18:26 Killed by mad druid at level 35 on the 14th Loss 123rd year of Ascendancy at 20:35 Killed by Mad Archdruid at level 35 on the 14th Loss 123rd year of Ascendancy at 21:49 Killed by Xuma the patchwork troll at level 37 on the 19th Loss 123rd year of Ascendancy at 05:21 |
Primary Stats
Strength | 51 (base 18) |
Dexterity | 10 (base 12) |
Constitution | 83 (base 60) |
Magic | 28 (base 12) |
Willpower | 100 (base 60) |
Cunning | 60 (base 37) |
Resources
Life | 962/962 |
Psi | 508/508 |
Healing Factor | 1.1428063241106 |
Regeneration | 8.05678458498 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +48.70946254537% |
Spell | 0% |
Global | +135% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 58.183301449766 |
See Invisible | 62.183301449766 |
Offense: Mainhand
Damage | 101 |
Accuracy | 27 |
Crit Chance | 22% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Blight | +11% |
Physical | +20% |
Mind | +24% |
All | +2% |
Offense: Damage Penetration
Mind | +20% |
Acid | +25% |
Defense: Base
Armour (hardiness) | 53.463210339907 (43.636363636364%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 13 |
Physical Save | 66.2 |
Spell Save | 56.6 |
Mental Save | 67 |
Defense: Resistances
Lightning | + 17%( 70%) |
Nature | + 6%( 70%) |
Blight | + 9%( 70%) |
Darkness | + 15%( 70%) |
Acid | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Pinning Resistance | 5% |
Knockback Resistance | 59% |
Confusion Resistance | 90% |
Fear Resistance | 50% |
Stun Resistance | 90% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical or mental effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 681 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 286 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Psionic / Solipsism | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Psionic / Focus | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Psionic / Dream Smith | 1.00 |
| 7/5 |
| 7/5 |
| 5/5 |
| 4/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.20 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Psionic / Dream Forge | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Skate |
talent | Gloom |
talent | Forge Shield |
talent | Beyond the Flesh |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+35% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Heart of the Gloom. Escort: lost anorithil (level 2 of Heart of the Gloom)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost anorithil from death by storm wyrm. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 257. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 Base power: 67.0 - 100.5 Uses stat: 72% Wil Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Armour: +6 Changes stats: +2 Str / +3 Con Changes damage: +9% blight Critical mult.: +9.00% Physical save: +30 (+6 eff.) Massive two-handed mauls. This object's appearance was changed to voratun greatsword. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% blight / +9% acid Changes resistances penetration: +25% acid Changes damage: +12% mind Mental save: +9 (+2 eff.) Life regen: +3.50 Mindpower: +4 (+1 eff.) Mental crit. chance: +6% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +9 Mag / +8 Wil / +5 Cun Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 29.87 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. This object's appearance was changed to Steel Helm of Garkul. |
On feet | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +4 Fatigue: +3% Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Life regen: +1.40 Maximum life: +90.00 See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Frost Treads. |
Tool | ![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Mag / +10 Wil / +2 Cun Changes resistances penetration: +20% mind Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +5.00 Maximum mana: +44.00 Spell crit. chance: +7% Mindpower: +8 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +7 Str / +7 Con Blindness immunity: +31% Infravision radius: +3 See stealth: +10 See invisible: +8 Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +10 Cun / +7 Str Changes resistances: +3% lightning / +6% nature Physical save: +3 (+1 eff.) Pinning immunity: +5% Life regen: +1.10 Hate when firing a critical mind attack: +2.00 Only die when reaching: -20.00 life Maximum life: +44.00 Maximum hate: +12.00 Healing mod.: +21% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() Requires: - Willpower 25 - Strength 25 Powered by arcane forces 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: 68.0 - 102.0 Uses stat: 112% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% On weapon hit: * 14% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +17 mind / +12 cold When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Mental save: +12 (+3 eff.) Psi each turn: +0.10 Mindpower: +15 (+3 eff.) Mental crit. chance: +5% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
On hands | ![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.8 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +3 Con Physical save: +9 (+2 eff.) Life regen: +0.80 Only die when reaching: -80.00 life Maximum life: +90.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloak of Deception. |
Main armor | ![]() Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +16 (+5 eff.) Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Changes stats: +3 Str / +5 Mag / +7 Wil Changes resistances: +14% lightning Spellpower: +17 (+7 eff.) Spell crit. chance: +7% Mindpower: +12 (+3 eff.) Mental crit. chance: +6% A suit of armour made of mail. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 10 turns. While Heroism is active, you will only die when reaching -654 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
![]() 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: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 9 turns. While Heroism is active, you will only die when reaching -889 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 55.37 nature damage per turn for 7 turns, and reducing the target's healing received by 46%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 767% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 33). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 66) for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 16 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 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 561.00 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 55%, your defense is increased by 55 and all your resistances by 55%. Its effects scale with your Willpower 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Cunning 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. |
![]() 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: 20 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 473 damage for 4 turns. Its effects scale with your Willpower 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. |
![]() 0.10 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind / 20 blight Teleport immunity: +50% Psi when hit: +0.08 Mindpower: +4 (+1 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +40 It can be used to teleport you randomly (rad 39), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 21% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +2 Changes resistances: +21% temporal Critical mult.: +9.00% Physical save: +15 (+3 eff.) Spell save: +18 (+5 eff.) Mental save: +17 (+4 eff.) Blindness immunity: +21% Pinning immunity: +37% Knockback immunity: +24% Maximum life: +30.00 Maximum hate: +4.00 Infravision radius: +6 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +13% physical Stamina each turn: +0.60 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Cun Changes resistances: +5% arcane / +7% physical Mental save: +6 (+1 eff.) Confusion immunity: +15% Only die when reaching: -80.00 life Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 78% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+6 eff.) Changes resistances: +6% lightning / +23% light / +16% blight / +19% fire / +17% nature / +9% mind Stealth bonus: +10 Cut immunity: +10% Disarm immunity: +15% Stun/Freeze immunity: +5% Life regen: +3.00 Maximum life: +44.00 Healing mod.: +29% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Changes resistances: +6% light Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +10% Knockback immunity: +10% Teleport immunity: +20% Stamina each turn: +2.00 Maximum life: +49.00 Maximum stamina: +40.00 Movement speed: +10% 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. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects when hit in melee: * 18% chance to reduce effective powers by 20% * 20 arcane resource burn Changes stats: +5 Cun / +5 Wil Spell save: +11 (+2 eff.) Mental save: +9 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Fists of the Desert Scorpion. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 nature Changes stats: +4 Str / +2 Mag / +5 Cun Changes resistances: +7% nature Changes damage: +5% nature See invisible: +9 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: -1% Changes stats: +10 Wil / +6 Mag Changes resistances: +8% fire / +10% cold See invisible: +21 A hat made of leather. Very stylish. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes resistances: +11% cold Allows you to breathe in: water Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +19 (+6 eff.) Armour: +27 Defense: +22 (+11 eff.) Fatigue: +26% Changes stats: +18 Str / +6 Mag / +6 Wil / +5 Cun Changes resistances: +18% lightning / +11% physical / +12% darkness Changes damage: +3% physical Critical mult.: +6.00% Mental save: +21 (+5 eff.) Spellpower: +22 (+9 eff.) Spell crit. chance: +9% Mindpower: +18 (+4 eff.) Mental crit. chance: +8% Light radius: +1 It can be used to activate talent Track, 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: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Str / +5 Mag / +6 Wil Changes resistances: +9% mind / +15% lightning Critical mult.: +16.00% Reduces incoming crit damage: 15.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 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. |
![]() 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. |
![]() Powered 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +10 Str / +3 Wil / +2 Cun / +3 Con It can be used to harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 34
1st Loss 123rd year of Ascendancy at 04:11 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 18
18th Shortage 122nd year of Ascendancy at 18:55 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 33
18th Dearth 123rd year of Ascendancy at 02:26 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 40
7th Shortage 123rd year of Ascendancy at 00:47 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 15
39th Profit 122nd year of Ascendancy at 01:27 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 38
23rd Loss 123rd year of Ascendancy at 04:22 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 20
13rd Voratun 123rd year of Ascendancy at 22:41 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 29
30th Wealth 123rd year of Ascendancy at 12:21 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 18
17th Shortage 122nd year of Ascendancy at 21:58 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 29
30th Wealth 123rd year of Ascendancy at 17:00 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 30
9th Dearth 123rd year of Ascendancy at 00:13 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 36
14th Loss 123rd year of Ascendancy at 23:01 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 18
18th Shortage 122nd year of Ascendancy at 19:12 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 10
3rd Profit 122nd year of Ascendancy at 04:54 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 20
2nd Voratun 123rd year of Ascendancy at 06:24 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 30
1st Dearth 123rd year of Ascendancy at 04:33 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 40
2nd Shortage 123rd year of Ascendancy at 16:56 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 15
11st Dearth 122nd year of Ascendancy at 10:07 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 39
29th Loss 123rd year of Ascendancy at 21:14 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 31
13rd Dearth 123rd year of Ascendancy at 06:47 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 39
2nd Shortage 123rd year of Ascendancy at 07:27 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 5
20th Voratun 122nd year of Ascendancy at 00:12 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 20
13rd Voratun 123rd year of Ascendancy at 02:38 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 10
6th Profit 122nd year of Ascendancy at 01:37 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 18
18th Shortage 122nd year of Ascendancy at 18:55 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 18
23rd Gold 123rd year of Ascendancy at 16:56 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 15
31st Profit 122nd year of Ascendancy at 06:46 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 28
18th Wealth 123rd year of Ascendancy at 04:52 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 18
18th Shortage 122nd year of Ascendancy at 14:06 see stats
By Urdwyllen Uxmalum Ordd the Dwarf Adventurer level 32
17th Dearth 123rd year of Ascendancy at 14:27 see stats
Log
There is a ladder to the next level here (press '' or right click to use).
There is a ladder to the next level here (press '' or right click to use).
There is a ladder to the next level here (press '' or right click to use).
Ran for 19 turns (stop reason: at exit).
You gain 1.00 gold from the transmogrification of reinforced leather armour (4 def, 7 armour).
You gain 2.65 gold from the transmogrification of umbral dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour).
You gain 0.57 gold from the transmogrification of grounding pair of hardened leather boots (0 def, 3 armour).
You gain 1.09 gold from the transmogrification of silk robe of the mind (+14%) (3 def, 0 armour).
You gain 1.12 gold from the transmogrification of thick cashmere cloak (2 def, 8 armour).
You gain 2.83 gold from the transmogrification of grounding hardened leather belt of the giants.
You gain 1.25 gold from the transmogrification of stralite waraxe (30-42 power, 5 apr).
You gain 3.72 gold from the transmogrification of flaming dwarven-steel waraxe of daylight (19-26.6 power, 4 apr).
You gain 2.40 gold from the transmogrification of acidic orite trident of massacre (55-88 power, 13 apr).
You gain 25.00 gold from the transmogrification of Falegen the Blindkarma (34.5-51.75 power, 19 apr).
You gain 1.25 gold from the transmogrification of elven-wood magestaff (25-30 power, 5 apr, arcane element).
You gain 25.00 gold from the transmogrification of Huragadan the Brandspiker.
You gain 25.00 gold from the transmogrification of thorny mindstar 'Xaniserin' (7-7.7 power, 24 apr, nature damage).
You gain 23.24 gold from the transmogrification of Unlightwrither the pulsing mindstar (16.5-18.15 power, 32 apr, nature damage).
You gain 1.25 gold from the transmogrification of stralite greatsword (47.5-76 power, 3 apr).
You gain 1.25 gold from the transmogrification of stralite greatsword (50-80 power, 3 apr).
You gain 24.19 gold from the transmogrification of Camagahell the stralite ring.
You gain 3.70 gold from the transmogrification of controlled phase door rune (range 8).
There is a ladder to the previous level here (press '' or right click to use).
Saving game...
Saving done.
Urdwyllen Uxmalum Ordd deactivates Beyond the Flesh.
Urdwyllen Uxmalum Ordd deactivates Skate.
Urdwyllen Uxmalum Ordd deactivates Forge Shield.
Urdwyllen Uxmalum Ordd deactivates Gloom.