











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 29 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by Gloruthra the rogue at level 29 on the 3rd Haze 123rd year of Ascendancy at 21:50 / 1 |
Primary Stats
| Strength | 73 (base 60) |
| Dexterity | 16 (base 10) |
| Constitution | 17 (base 11) |
| Magic | 25 (base 10) |
| Willpower | 108 (base 56) |
| Cunning | 24 (base 12) |
Resources
| Life | -308/1189 |
| Equilibrium | 114 |
| Healing Factor | 1.172941519274 |
| Regeneration | 14.938490854152 |
Speed
| Mental | +7.19567306876% |
| Attack | +7.19567306876% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 56 |
| Crit Chance | 18% |
| APR | 27 |
| Speed | 0.93 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7.3333333333333 |
| Crit Chance | 5% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 29% |
| Speed | 0.93287347462109 |
Offense: Damage Bonus
| Acid | +14% |
| Blight | +14% |
| Physical | +21% |
| Cold | +28% |
| All | 0% |
| Lightning | +48% |
| Light | +21% |
| Mind | +15% |
| Darkness | +29% |
| Fire | +23% |
| Nature | +50% |
Offense: Damage Penetration
| Acid | +22% |
| Blight | +22% |
| Physical | +22% |
| Cold | +22% |
| All | 0% |
| Darkness | +22% |
| Lightning | +37% |
| Mind | +27% |
| Fire | +22% |
| Nature | +42% |
Defense: Base
| Armour (hardiness) | 17.999999999999 (53.292302510663%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 40 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 48%( 70%) |
| Arcane | + 46%( 70%) |
| Cold | + 50%( 70%) |
| All | + 40%( 70%) |
| Lightning | + 60%( 70%) |
| Light | + 50%( 70%) |
| Physical | + 51%( 70%) |
| Mind | + 42%( 70%) |
| Darkness | + 63%( 70%) |
| Fire | + 56%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 52% |
| Confusion Resistance | 100% |
| Blind Resistance | 40% |
| Silence Resistance | 20% |
| Bleed Resistance | 50% |
| Pinning Resistance | 23% |
| Disarm Resistance | 33% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 46% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse 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 endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -249 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 499 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 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 211 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 576 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by deformed giant venus flytrap. Escort: lost defiler (level 2 of Heart of the Gloom) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 144. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed honey tree root. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed pouch of bone giant dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed giant spider spinneret. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed warg claw. | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Brightenvy (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 mind Changes resistances: +3% mind / +9% darkness Changes damage: +3% mind / +9% fire Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Changes resistances: +3% all Critical mult.: +11.00% Spell save: +6 (+2 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - 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: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Spellhunt Remnants (4 def, 5 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Spell save: +10 (+4 eff.) Maximum life: +80.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +12% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Shockvein the iron pickaxe (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +1% physical Changes damage: +9% lightning Disarm immunity: +10% Stun/Freeze immunity: +20% Maximum life: +40.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Mental save: +5 (+1 eff.) Confusion immunity: +21% Rings make your fingers look great! |
| On fingers | Urthedin the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +5% arcane / +6% darkness Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +26% Equilibrium when hit: +0.24 Psi when hit: +0.08 Hate when firing a critical mind attack: +4.00 Maximum life: +24.00 Mindpower: +20 (+5 eff.) Rings make your fingers look great! |
| Around neck | copper amulet 'Xerovena'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +2 Changes stats: +1 Str Cut immunity: +50% Confusion immunity: +20% Maximum life: +20.00 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 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 353 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Tularomithel the vined mindstar (6-6 power, 18 apr, nature damage) =SHIELD=Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 arcane When wielded/worn: Damage (Melee): 5 mind / 8 darkness Damage when hit (Melee): 4 arcane Changes stats: +4 Mag Changes resistances penetration: +20% mind Changes damage: +4% mind / +4% darkness Talent granted: +1 Attune Mindstar Mana when firing critical spell: +2.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Damage Shield penetration: +20% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Korychik the QuenchspikerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Str / +4 Con Changes damage: +3% cold Only die when reaching: -60.00 life Maximum life: +35.00 A belt that goes around your waist. |
| In off hand | Skyvault the steel shield (0 def, 4 armour, 14-17 power, 37.5 block) =RES=Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 Damage (Melee): +4 lightning / +13 physical / +11 light / +11 darkness Damage (radius 1) on hit: +4 lightning / +16 arcane When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +3 Mag / +2 Wil / +4 Cun Changes resistances: +12% physical / +12% darkness / +18% fire / +5% arcane / +11% light Changes resistances penetration: +15% lightning Changes damage: +11% light / +11% darkness Talent granted: +1 Block Slows Projectiles: +15% Bonus block near projectiles: +33 Handheld deflection devices. |
| Cloak | resilient cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +1 Con Maximum life: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Erykath the Blazejustice (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +6 Str / +6 Mag / +5 Wil Changes resistances: +29% lightning / +7% cold / +6% light / +11% all Changes resistances penetration: +7% mind Changes damage: +25% lightning / +7% physical / +8% mind / +11% cold Psi each turn: +0.45 Maximum psi: +12.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the warrior (res 33%; mental; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 nature talent. |
wild infusion of the warrior (res 33%; mental; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 nature talent. |
Rune of Reflection (--)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: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 225 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Emelydalle =CUN=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +5 (+2 eff.) Changes stats: +7 Lck / +4 Cun Changes resistances: +12% blight / +3% nature Blindness immunity: +14% Infravision radius: +3 Sight radius: +2 See invisible: +9 Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
grounding steel amulet of magic (+4)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +14% lightning Stun/Freeze immunity: +24% Amulets make your neck look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 3.5 Power cost: 50 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
SleetnoonPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes resistances penetration: +20% cold Changes damage: +11% blight / +3% cold Psi when hit: +0.04 Mindpower: +10 (+3 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
copper opal ring =STATS=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes damage: +4% all Spellpower: +6 (+1 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
gold ring 'Ragydudar' =CON=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +10 (+5 eff.) Changes stats: +4 Wil / +6 Cun / +6 Con Changes resistances: +6% temporal Spell save: +24 (+8 eff.) Cut immunity: +10% Maximum stamina: +22.00 Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
marksman's copper ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +20% cold Changes damage: +10% cold Rings make your fingers look great! |
steel ring 'Berehell' =CUN=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 13% Damage when hit (Melee): 6 temporal Changes stats: +2 Cun / +2 Str Changes resistances penetration: +5% temporal Changes damage: +3% temporal Spellpower: +6 (+1 eff.) Mindpower: +6 (+2 eff.) See invisible: +12 Rings make your fingers look great! |
Aerogariatira (30-46 power, 2 apr) =PEN=Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (radius 1) on hit: +16 arcane Damage (radius 2) on crit: +20 lightning / +10 cold When wielded/worn: Accuracy: +24 (+12 eff.) Armour penetration: +12 Defense: +10 (+5 eff.) Damage when hit (Melee): 2 arcane Changes resistances: +5% arcane Changes resistances penetration: +13% lightning / +19% cold / +12% all Disarm immunity: +39% Movement speed: +35% Massive two-handed battleaxes. |
The Gaping Maw (72-108 power, 4 apr) =PERKS=Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Breezeblast the steel dagger (12-15 power, 6 apr) =STATS=Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Changes stats: +7 Str / +10 Dex / +10 Mag / +7 Wil / +11 Cun / +5 Con Infravision radius: +2 Sharp, short and deadly. |
Shantiz the Stormblade (15-20 power, 20 apr) =DEX=Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (27-35 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Sunsnake the steel dagger (10-13 power, 6 apr) =CUN=Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 9% chance to slow global speed by 64% Damage (radius 1) on hit: +16 fire Damage (radius 2) on crit: +8 fire When wielded/worn: Changes stats: +6 Cun / +2 Str Reduces incoming crit damage: 10.00% Silence immunity: +20% Sharp, short and deadly. |
Genocide (42-67 power, 4 apr) =CON=Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
elemental stralite greatsword of massacre (60-96 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +24% fire Changes damage: +35% fire Massive two-handed swords. |
blazebringer's yew longbow of dexterity (+3)Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +24 fire When wielded/worn: Changes stats: +3 Dex Changes resistances penetration: +9% physical / +12% fire Global speed: +6% Longbows are used to shoot arrows at your foes. |
mighty yew longbow of piercing =RES=Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +17 (+9 eff.) Armour penetration: +9 Physical power: +15 (+5 eff.) Changes stats: +6 Str Changes resistances penetration: +14% all Longbows are used to shoot arrows at your foes. |
Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Everpyre Blade (38-53 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+6 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Eye of Winter (8-9 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
Gloruvea the vined mindstar (6-6 power, 18 apr, mind damage) =CUN=Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Changes damage: +6% temporal Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +4 (+1 eff.) Life regen: +0.50 Equilibrium when hit: +0.50 Hate when firing a critical mind attack: +3.00 Maximum life: +13.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bregythel =CON=Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +5 fire When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +9 Changes stats: +7 Con / +6 Wil Changes resistances penetration: +25% arcane / +7% all Changes damage: +11% fire Maximum life: +15.00 Mindpower: +5 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
Earthwind =RES=Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +8 fire Damage (radius 2) on crit: +12 nature When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +7 Physical power: +8 (+2 eff.) Changes stats: +3 Str Changes resistances: +9% nature Changes resistances penetration: +5% mind / +7% all Changes damage: +13% fire Mindpower: +5 (+1 eff.) Mental crit. chance: +2% Slings are used to hurl stones or metal shots at your foes. |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+4 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+2 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 3.5 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 99% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
greater yew magestaff of breaching (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% lightning / +10% cold / +10% arcane / +10% fire Changes damage: +20% lightning / +20% cold / +20% arcane / +20% fire Talent granted: +1 Command Staff Spellpower: +14 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Belirobers the rough leather belt =CUN=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Cun / +2 Wil Maximum encumbrance: +24 Psi when hit: +0.08 Maximum hate: +2.00 Mental crit. chance: +1% A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 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. |
Adugasebeth the Brightmaim (1 def, 0 armour) =CON=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Changes stats: +2 Cun / +5 Con Changes resistances: +3% light Changes damage: +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) =CON=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Hazerupture (0 def, 3 armour) =DEX=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +8 Lck / +5 Dex Changes resistances: +6% acid / +6% cold Changes damage: +12% cold Stealth bonus: +7 Spell save: +12 (+4 eff.) A pair of boots made of leather. |
dreamer's pair of dwarven-steel boots of disengagement (0 def, 4 armour) =CUN=Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Dex / +2 Wil / +4 Cun Physical save: +6 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +5 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Gorolar' (0 def, 1 armour) =CON=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Changes stats: +1 Dex / +7 Con Only die when reaching: -40.00 life Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
Frozenusher the hardened leather gloves (0 def, 2 armour) =SHIELD=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +4 Wil / +4 Mag Changes resistances penetration: +10% arcane / +20% cold Changes damage: +5% arcane Spell save: +12 (+4 eff.) Maximum vim: +20.00 Damage Shield penetration: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 4.5 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 799.16 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Aroriavea (0 def, 1 armour) =SHIELD=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +3.0% Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +6% lightning / +6% temporal Vim when firing critical spell: +1.00 Maximum mana: +20.00 Damage Shield penetration: +30% A cap made of leather. |
Drugrim the hardened leather cap (0 def, 3 armour) =WATER=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% temporal / +13% cold / +6% mind / +3% physical Changes damage: +9% acid Allows you to breathe in: water Mental save: +3 (+1 eff.) Blindness immunity: +20% A cap made of leather. |
Gorepain (1 def, 0 armour) =STR=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 nature / 4 fire Changes stats: +1 Cun / +3 Str Changes resistances: +16% acid / +6% nature Changes resistances penetration: +5% fire Changes damage: +11% acid A pointy cloth hat, very wizardly... |
Rimevice the rough leather cap (0 def, 1 armour) =DEX=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +3 Mag / +2 Cun / +3 Con Changes resistances: +12% darkness / +6% cold Infravision radius: +3 A cap made of leather. |
Sulfurcutter (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 acid Changes resistances: +7% lightning / +6% temporal / +6% nature / +6% fire Changes resistances penetration: +5% nature / +10% fire Changes damage: +9% acid A cap made of leather. |
Xumithra (0 def, 3 armour) =CUN/DEX=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +15 (+5 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +4 Dex Changes resistances: +15% mind / +6% fire Blindness immunity: +20% Only die when reaching: -40.00 life A cap made of leather. |
thaloren hardened leather cap of constitution (+4) (0 def, 3 armour) =CON=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con / +4 Wil Changes resistances: +7% blight Mental save: +6 (+2 eff.) A cap made of leather. |
enlightening dwarven-steel mail armour of the deep (3 def, 10 armour) =WATER=Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +6 Cun / +5 Wil Changes resistances: +7% acid / +5% cold Allows you to breathe in: water Mental save: +16 (+5 eff.) A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour) =CUN=Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+8 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 3.5 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 124.64 to 373.91 lightning damage (249.27 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
80 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. |
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. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Shimmerpulverizer the iron pickaxe (dig speed 40 turns) =CON=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +15 (+8 eff.) Physical power: +5 (+1 eff.) Fatigue: -5% Changes stats: +3 Str / +2 Con Changes resistances: +6% lightning / +1% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns) =CUN=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+2 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
Manosus the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +15 (+8 eff.) Changes resistances: +2% physical / +5% arcane / +3% all Spell save: +7 (+3 eff.) Cut immunity: +10% Maximum stamina: +10.00 Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 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. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Maluk the Thalore Wyrmic level 26
22nd Pyre 123rd year of Ascendancy at 17:11 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Maluk the Thalore Wyrmic level 12
55th Dusk 122nd year of Ascendancy at 10:48 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Maluk the Thalore Wyrmic level 26
5th Dusk 123rd year of Ascendancy at 01:43 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Maluk the Thalore Wyrmic level 23
62nd Regrowth 123rd year of Ascendancy at 23:19 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Maluk the Thalore Wyrmic level 26
22nd Pyre 123rd year of Ascendancy at 16:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Maluk the Thalore Wyrmic level 10
9th Mirth 122nd year of Ascendancy at 15:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Maluk the Thalore Wyrmic level 20
73rd Haze 122nd year of Ascendancy at 20:00 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Maluk the Thalore Wyrmic level 26
41st Pyre 123rd year of Ascendancy at 00:25 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Maluk the Thalore Wyrmic level 29
23rd Dusk 123rd year of Ascendancy at 14:52 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Maluk the Thalore Wyrmic level 22
36th Regrowth 123rd year of Ascendancy at 17:29 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Maluk the Thalore Wyrmic level 22
38th Regrowth 123rd year of Ascendancy at 04:43 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Maluk the Thalore Wyrmic level 8
3rd Mirth 122nd year of Ascendancy at 09:47 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Maluk the Thalore Wyrmic level 26
22nd Pyre 123rd year of Ascendancy at 17:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Maluk the Thalore Wyrmic level 11
1st Dusk 122nd year of Ascendancy at 00:01 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Maluk the Thalore Wyrmic level 27
11st Dusk 123rd year of Ascendancy at 01:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Maluk the Thalore Wyrmic level 18
27th Haze 122nd year of Ascendancy at 01:02 see stats
Log
Gloruthra the rogue shrugs off the effect 'Confused'!
Maluk hits Gloruthra the rogue for (47 to psi shield), (23 rampage shugs off), 0 physical (0 total damage).
Gloruthra the rogue uses Slash.
Maluk has a cursed wound!
Melee retaliation hits Gloruthra the rogue for (1 to psi shield), (1 rampage shugs off), 0 physical, (0 rampage shugs off), 0 arcane, (7 rampage shugs off), 0 cold, (1 to psi shield), (0 rampage shugs off), 0 mind (0 total damage).
Gloruthra the rogue hits Maluk for 232 physical, 27 physical (259 total damage).
Gloruthra the rogue is no longer rampaging.
Gloruthra the rogue feels pain again.
Gloruthra the rogue stops burning.
Melee retaliation hits Gloruthra the rogue for (2 to psi shield), 1 physical, 1 arcane, 9 cold, (1 to psi shield), 0 mind (11 total damage).
Crippling Poison from Maluk hits Gloruthra the rogue for (65 to psi shield), (28 rampage shugs off), 4 nature (4 total damage).
Gloruthra the rogue's Beyond the Flesh hits Maluk for 114 physical, 19 physical (133 total damage).
Gloruthra the rogue uses Switch Place.
Gloruthra the rogue performs a melee critical strike against Maluk!
Gloruthra the rogue tries to evade attacks.
Melee retaliation hits Gloruthra the rogue for (2 to psi shield), 1 physical, 1 arcane, 9 cold, (1 to psi shield), 0 mind (11 total damage).
Gloruthra the rogue hits Maluk for 19 physical damage.
Maluk attacks Gloruthra the rogue in a fit of paranoia.
Gloruthra the rogue evades Maluk.
Gloruthra the rogue's aura of power vanishes.
Melee retaliation hits Gloruthra the rogue for (2 to psi shield), 1 physical, 1 arcane, 10 cold, (1 to psi shield), 0 mind (12 total damage).
Crippling Poison from Maluk hits Gloruthra the rogue for (78 to psi shield), 37 nature (37 total damage).
Gloruthra the rogue's Beyond the Flesh hits Maluk for 78 physical, 17 physical (95 total damage).
Gloruthra the rogue uses Highborn's Bloom.
Gloruthra the rogue uses Kinetic Strike.
Gloruthra the rogue performs a melee critical strike against Maluk!
Maluk is pinned to the ground.
Melee retaliation hits Gloruthra the rogue for (2 to psi shield), 1 physical, 1 arcane, 10 cold, (1 to psi shield), 0 mind (12 total damage).
Gloruthra the rogue hits Maluk for 532 physical damage.
Maluk the level 29 thalore wyrmic was disembowelled to death by Gloruthra the rogue on level 1 of Ruined Dungeon.



















































































































