











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
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:
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Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 31 / 54% |
Size | medium |
Lifes / Deaths | Killed by It's DFC at level 13 on the 3rd Wealth 122nd year of Ascendancy at 08:25 / 62Killed by It's DFC at level 13 on the 3rd Wealth 122nd year of Ascendancy at 12:07 Killed by luminous horror at level 13 on the 4th Wealth 122nd year of Ascendancy at 09:28 Killed by mass of parasitic leeches at level 13 on the 4th Wealth 122nd year of Ascendancy at 17:30 Killed by mass of parasitic leeches at level 13 on the 4th Wealth 122nd year of Ascendancy at 19:32 Killed by mass of parasitic leeches at level 13 on the 4th Wealth 122nd year of Ascendancy at 21:19 Killed by mass of parasitic leeches at level 13 on the 4th Wealth 122nd year of Ascendancy at 22:57 Killed by mass of parasitic leeches at level 13 on the 5th Wealth 122nd year of Ascendancy at 01:32 Killed by ultimate gwelgoroth at level 14 on the 11st Wealth 122nd year of Ascendancy at 00:35 Killed by It's DFC at level 15 on the 28th Dearth 122nd year of Ascendancy at 01:45 Killed by mass of parasitic leeches at level 15 on the 28th Dearth 122nd year of Ascendancy at 11:52 Killed by Weirdling Beast at level 15 on the 30th Dearth 122nd year of Ascendancy at 11:45 Killed by Saleldann the Guardian at level 16 on the 32nd Dearth 122nd year of Ascendancy at 09:22 Killed by gigantic corrosive tunneler at level 17 on the 42nd Dearth 122nd year of Ascendancy at 08:51 Killed by Leion the thalore at level 17 on the 9th Loss 122nd year of Ascendancy at 14:45 Killed by ritch flamespitter at level 17 on the 6th Shortage 122nd year of Ascendancy at 10:09 Killed by Gloronor the degenerated skeleton warrior at level 18 on the 23rd Shortage 122nd year of Ascendancy at 06:53 Killed by Layalratira the degenerated skeleton warrior at level 18 on the 23rd Shortage 122nd year of Ascendancy at 15:28 Killed by teluvorta at level 21 on the 7th Iron 123rd year of Ascendancy at 08:22 Killed by ultimate telugoroth at level 21 on the 7th Iron 123rd year of Ascendancy at 10:09 Killed by Chronolith Twin at level 21 on the 9th Iron 123rd year of Ascendancy at 13:46 Killed by Chronolith Clone at level 21 on the 9th Iron 123rd year of Ascendancy at 15:48 Killed by It's DFC at level 22 on the 10th Iron 123rd year of Ascendancy at 01:20 Killed by Gola the human at level 22 on the 15th Iron 123rd year of Ascendancy at 02:07 Killed by Gola the human at level 22 on the 15th Iron 123rd year of Ascendancy at 03:34 Killed by Ilcin the halfling at level 22 on the 4th Steel 123rd year of Ascendancy at 15:50 Killed by Urkis, the High Tempest at level 22 on the 14th Voratun 123rd year of Ascendancy at 20:29 Killed by Adalaith the blade horror at level 23 on the 15th Voratun 123rd year of Ascendancy at 18:53 Killed by forge-giant at level 23 on the 22nd Voratun 123rd year of Ascendancy at 15:09 Killed by forge-giant at level 23 on the 22nd Voratun 123rd year of Ascendancy at 17:18 Killed by forge-giant at level 23 on the 22nd Voratun 123rd year of Ascendancy at 19:03 Killed by forge-giant at level 23 on the 22nd Voratun 123rd year of Ascendancy at 21:48 Killed by It's DFC at level 23 on the 24th Voratun 123rd year of Ascendancy at 17:49 Killed by Xanebrebrekira the temporal stalker at level 24 on the 27th Voratun 123rd year of Ascendancy at 07:32 Killed by Xanebrebrekira the temporal stalker at level 24 on the 28th Voratun 123rd year of Ascendancy at 16:58 Killed by Xanebrebrekira the temporal stalker at level 24 on the 28th Voratun 123rd year of Ascendancy at 18:20 Killed by Xanebrebrekira the temporal stalker at level 24 on the 28th Voratun 123rd year of Ascendancy at 19:57 Killed by skeleton mage at level 24 on the 28th Voratun 123rd year of Ascendancy at 21:41 Killed by Xanebrebrekira the temporal stalker at level 24 on the 28th Voratun 123rd year of Ascendancy at 21:59 Killed by Xanebrebrekira the temporal stalker at level 24 on the 29th Voratun 123rd year of Ascendancy at 01:48 Killed by Xanebrebrekira the temporal stalker at level 24 on the 29th Voratun 123rd year of Ascendancy at 03:58 Killed by Xanebrebrekira the temporal stalker at level 24 on the 29th Voratun 123rd year of Ascendancy at 06:08 Killed by Xanebrebrekira the temporal stalker at level 24 on the 29th Voratun 123rd year of Ascendancy at 12:36 Killed by Xanebrebrekira the temporal stalker at level 24 on the 29th Voratun 123rd year of Ascendancy at 15:28 Killed by Khego the quasit at level 24 on the 31st Voratun 123rd year of Ascendancy at 00:05 Killed by Elona the elven tempest at level 24 on the 31st Voratun 123rd year of Ascendancy at 03:45 Killed by Elodhelratha the mean looking elven guard at level 24 on the 1st Acquisition 123rd year of Ascendancy at 08:17 Killed by Elodhelratha the mean looking elven guard at level 24 on the 1st Acquisition 123rd year of Ascendancy at 09:48 Killed by elven corruptor at level 25 on the 2nd Acquisition 123rd year of Ascendancy at 13:20 Killed by elven blood mage at level 25 on the 2nd Acquisition 123rd year of Ascendancy at 17:00 Killed by Zubolaith the lesser vampire at level 25 on the 7th Profit 123rd year of Ascendancy at 20:50 Killed by skeleton mage at level 25 on the 8th Profit 123rd year of Ascendancy at 07:12 Killed by Mayerema the bone giant at level 25 on the 8th Profit 123rd year of Ascendancy at 09:56 Killed by Xonne the elder vampire at level 25 on the 8th Profit 123rd year of Ascendancy at 12:03 Killed by Voruna the poison ooze at level 27 on the 19th Profit 123rd year of Ascendancy at 01:14 Killed by skeleton magus at level 28 on the 25th Profit 123rd year of Ascendancy at 10:27 Killed by skeleton master archer at level 28 on the 27th Profit 123rd year of Ascendancy at 21:20 Killed by skeleton archer at level 29 on the 29th Profit 123rd year of Ascendancy at 15:20 Killed by ultimate gwelgoroth at level 29 on the 32nd Profit 123rd year of Ascendancy at 12:34 Killed by Cyratha the orc archer at level 29 on the 23rd Wealth 123rd year of Ascendancy at 14:06 Killed by Golbug the Destroyer at level 30 on the 5th Dearth 123rd year of Ascendancy at 05:18 Killed by Lisuvena the large brown snake at level 31 on the 6th Dearth 123rd year of Ascendancy at 17:56 |
Primary Stats
Strength | 44 (base 34) |
Dexterity | 12 (base 10) |
Constitution | 46 (base 33) |
Magic | 58 (base 47) |
Willpower | 50 (base 31) |
Cunning | 10 (base 10) |
Resources
Life | 930/930 |
Mana | 508/508 |
Equilibrium | 0 |
Healing Factor | 1.55 |
Regeneration | 0.38750000000001 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
Offense: Mainhand
Damage | 77 |
Accuracy | 38 |
Crit Chance | 5% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 38 |
Crit Chance | 4% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Physical | +9% |
All | 0% |
Temporal | +15% |
Offense: Damage Penetration
Darkness | +15% |
Physical | +5% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 64 (100%) |
Defense | 28 |
Ranged Defense | 41 |
Fatigue | 27 |
Physical Save | 58 |
Spell Save | 58 |
Mental Save | 57 |
Defense: Resistances
Blight | + 51%( 70%) |
Physical | + 16%( 70%) |
Cold | + 28%( 70%) |
All | + 10%( 70%) |
Lightning | + 22%( 70%) |
Light | + 23%( 70%) |
Darkness | + 35%( 70%) |
Mind | + 21%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 50% |
Pinning Resistance | 30% |
Instadeath Resistance | 100% |
Silence Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 350 life over 5 turns. Its effects scale with your Constitution 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 206 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Deeprock | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Wild-gift / Earthen vines | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by skeleton master archer. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by large white snake. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You failed to protect the lost anorithil from death by orc master assassin. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by giant acid ant. Escort: lost sun paladin (level 2 of Old Forest) | failed |
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 Strength by +2. | done |
You failed to protect the lost warrior from death by skeleton magus. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity 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 Shardskin. * 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 upgraded your rod of recall to transport you to the fortress. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 202. | 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. | 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 AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice wyrm tooth. * You've found the needed snow giant kidney. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | 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 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 |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -3% Changes resistances: +3% darkness / +3% nature / +12% mind Maximum encumbrance: +20 Physical save: +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 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 | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Damage when hit (Melee): 8 darkness Changes stats: +4 Str Changes resistances penetration: +15% darkness / +15% temporal Changes damage: +15% temporal Stamina when hit: +0.90 Equilibrium when hit: +1.20 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Damage (Melee): 5 physical Changes stats: +2 Con Changes resistances: +2% physical Changes resistances penetration: +5% physical Changes damage: +4% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Physical save: +11 (+3 eff.) Spell save: +16 (+4 eff.) Mental save: +13 (+4 eff.) Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +28.00 Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 35.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +88 Damage (Melee): +10 light / +13 lightning When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 19% chance to blind * 12% chance to daze at end of turn Changes stats: +2 Dex / +3 Mag / +3 Con Changes resistances: +14% light / +13% lightning Talent granted: +3 Block Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.4 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 94.82 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | ![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) Silence immunity: +0% Confusion immunity: +50% Pinning immunity: +30% Stun/Freeze immunity: +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
![]() heroism infusion (+6 for 8 turns, die at -388) 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: 26 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 6 for 8 turns. While Heroism is active, you will only die when reaching -388 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. 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. |
![]() insidious poison infusion (10 nature damage, 35% healing reduction) 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: 4 Cooldown: 24 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 10.00 nature damage per turn for 7 turns, and reducing the target's healing received by 35%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. |
![]() movement infusion (374% speed; 5 turns) 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 374% 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. 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. |
![]() regeneration infusion of the titan (heal 278 over 5 turns) 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. Its effects scale with your Constitution 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 402.50 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. |
![]() acid wave rune (138 acid damage; disarm 5 turns with power 21) 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 138.00 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
![]() phase door rune (range 8; power 25; dur 6) 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 8. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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. |
![]() phase door rune (range 10; power 19; dur 4) 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +12 Critical mult.: +12.00% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +13% fire / +11% cold Amulets can have magical properties. |
![]() stralite dagger of rage (29-37.7 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +3 Str Changes damage: +8% physical Stamina when hit: +0.72 Sharp, short and deadly. |
![]() balanced dwarven-steel greatmaul of erosion (45-67.5 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +7 nature / +14 temporal When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +12 (+6 eff.) Disarm immunity: +32% Massive two-handed mauls. |
![]() acidic dwarven-steel greatsword of erosion (33.5-53.6 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +16 temporal / +20 nature Massive two-handed swords. |
![]() plaguebringer's dwarven-steel longsword of paradox (21-29.4 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 5% chance to disease Damage (Melee): +5 blight / +5 temporal When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +14% temporal Disease immunity: +13% Sharp, long, and deadly. |
![]() quick dwarven-steel mace of corruption (26.5-37.1 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 111% On weapon hit: * 9% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex Blunt and deadly. |
![]() horrifying pulsing mindstar of flames (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 fire / 4 mind / 3 darkness Changes resistances: +8% fire Changes resistances penetration: +11% fire Changes damage: +7% fire / +5% mind / +5% darkness Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Global speed: +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. |
![]() blighted yew vilestaff of invocation (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 7% chance to disease Changes damage: +20% darkness Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +5 Maximum vim: +19.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +3% It can be used to conjure elemental energy in a radius 6 cone, dealing 32.46 to 38.95 darkness damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() infernal yew vilestaff of protection (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes resistances: +10% darkness Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +3% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
![]() truestriking dwarven-steel waraxe of crippling (19.5-27.3 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Changes resistances penetration: +7% physical One-handed war axes. |
![]() truestriking dwarven-steel waraxe of evisceration (20-28 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 11 bleeding, 47% reduced healing When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +6 Physical crit. chance: +8.0% Physical power: +8 (+2 eff.) Changes resistances penetration: +7% physical One-handed war axes. |
![]() restorative cashmere cloak of mindcraft (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +12% nature / +13% blight Life regen: +1.80 Mental crit. chance: +5% Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Mag / +1 Wil Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() undeterred pair of hardened leather boots of speed (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +28% Confusion immunity: +29% Stun/Freeze immunity: +23% Movement speed: +20% A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% arcane / +2% physical / +10% light / +11% darkness Blindness immunity: +5% Cut immunity: +5% Pinning immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() shielding cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Mag / +3 Con Changes damage: +9% arcane Spell save: +9 (+3 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() fortifying stralite mail armour of the deep (4 def, 9 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +16% Changes stats: +4 Str / +4 Con Changes resistances: +9% acid / +9% cold Allows you to breathe in: water Maximum life: +52.00 A suit of armour made of mail. |
![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() multi-hued reinforced leather armour of acid resistance (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +35% acid / +9% physical / +9% cold / +12% lightning / +9% fire Mindpower: +5 (+2 eff.) A suit of armour made of leather. |
![]() nimble hardened leather armour of temporal resistance (7 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +7 (+3 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +2 Dex Changes resistances: +21% temporal Movement speed: +20% A suit of armour made of leather. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +13 Defense: +5 (+2 eff.) Fatigue: +24% Damage (Melee): 14 acid / 11 fire Damage when hit (Melee): 11 acid / 11 fire Changes stats: +1 Con Changes resistances: +23% acid / +20% fire / +7% mind / +8% cold Allows you to breathe in: water Physical save: +3 (+1 eff.) Mental save: +18 (+5 eff.) Stamina each turn: +0.60 Healing mod.: +10% A suit of armour made of metal plates. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +2 Str / +3 Con Changes resistances: +6% acid / +6% physical / +7% fire / +6% lightning / +5% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +22% Knockback immunity: +20% Life regen: +2.20 Stamina each turn: +0.70 A suit of armour made of metal plates. |
![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical Maximum life: +20.00 A suit of armour made of metal plates. |
![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +88 On weapon hit: * 13% chance to corrode armour by 30% Damage (Melee): +12 light When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 6 acid Effects when hit in melee: * 10% chance to blind Damage when hit (Melee): 10 acid Changes stats: +3 Mag / +4 Con Changes resistances: +12% light Talent granted: +3 Block Handheld deflection devices. |
![]() cosmic dwarven-steel shield of physical resistance (+13%) (8 def, 2 armour, 31-37.2 power, 76 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +76 Burst (radius 2) on crit: +13 light / +13 darkness When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +13% physical / +7% light / +11% darkness Talent granted: +3 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.5 - 16.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +42 Damage (Melee): +10 lightning When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 11% chance to daze at end of turn Changes stats: +2 Dex Changes resistances: +11% lightning Talent granted: +2 Block Handheld deflection devices. |
![]() stralite shield 'Kindlewilder' (10 def, 2 armour, 48-57.6 power, 137.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +138 On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +12 light / +20 lightning When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +23% fire Changes damage: +6% light Talent granted: +4 Block Handheld deflection devices. |
![]() 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 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+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: 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 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 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 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered 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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() inquisitor's pouch of dwarven-steel shots of torment (20/20, 36.5-43.8 power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.5 - 43.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * 20% chance to torment the target On weapon crit: * burns latent spell energy Damage (Ranged): +15 manaburn arcane / +13 mind / +10 darkness Shots are used with slings to pummel your foes to death. |
![]() 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 It's DFC the Dwarf Stone Warden level 29
40th Profit 123rd year of Ascendancy at 14:35 see stats
By It's DFC the Dwarf Stone Warden level 29
30th Profit 123rd year of Ascendancy at 06:07 see stats
By It's DFC the Dwarf Stone Warden level 11
34th Profit 122nd year of Ascendancy at 04:20 see stats
By It's DFC the Dwarf Stone Warden level 30
5th Dearth 123rd year of Ascendancy at 07:06 see stats
By It's DFC the Dwarf Stone Warden level 16
33rd Dearth 122nd year of Ascendancy at 12:59 see stats
By It's DFC the Dwarf Stone Warden level 22
14th Voratun 123rd year of Ascendancy at 22:19 see stats
By It's DFC the Dwarf Stone Warden level 16
30th Dearth 122nd year of Ascendancy at 21:22 see stats
By It's DFC the Dwarf Stone Warden level 10
17th Profit 122nd year of Ascendancy at 19:04 see stats
By It's DFC the Dwarf Stone Warden level 20
6th Iron 123rd year of Ascendancy at 14:14 see stats
By It's DFC the Dwarf Stone Warden level 30
26th Wealth 123rd year of Ascendancy at 09:43 see stats
By It's DFC the Dwarf Stone Warden level 15
25th Wealth 122nd year of Ascendancy at 16:45 see stats
By It's DFC the Dwarf Stone Warden level 30
28th Wealth 123rd year of Ascendancy at 19:57 see stats
By It's DFC the Dwarf Stone Warden level 31
5th Dearth 123rd year of Ascendancy at 12:29 see stats
By It's DFC the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 23:20 see stats
By It's DFC the Dwarf Stone Warden level 16
30th Dearth 122nd year of Ascendancy at 22:25 see stats
By It's DFC the Dwarf Stone Warden level 17
10th Shortage 122nd year of Ascendancy at 22:33 see stats
By It's DFC the Dwarf Stone Warden level 18
14th Shortage 122nd year of Ascendancy at 03:11 see stats
By It's DFC the Dwarf Stone Warden level 26
14th Profit 123rd year of Ascendancy at 01:08 see stats
By It's DFC the Dwarf Stone Warden level 16
31st Dearth 122nd year of Ascendancy at 00:10 see stats
By It's DFC the Dwarf Stone Warden level 28
27th Profit 123rd year of Ascendancy at 23:34 see stats
Log
Burning from Lisuvena the large brown snake hits It's DFC for 10 fire damage.
Lisuvena the large brown snake uses Emergency Steam Purge.
Lisuvena the large brown snake hits It's DFC for 218 fire damage.
It's DFC misses Lisuvena the large brown snake.
It's DFC hits Lisuvena the large brown snake for 27 physical, 4 physical (31 total damage).
Lisuvena the large brown snake hits It's DFC for 11 physical, 11 fire (22 total damage).
Lisuvena the large brown snake is free from the stone vine.
Lisuvena the large brown snake uses Block.
Bleeding from Lisuvena the large brown snake hits It's DFC for 8 physical damage.
Burning from Lisuvena the large brown snake hits It's DFC for 10 fire damage.
It's DFC hits Lisuvena the large brown snake for (24 blocked), 0 physical, (6 blocked), 0 physical, (10 blocked), 0 physical, 11 light, 14 lightning, (6 blocked), 0 physical (25 total damage).
Lisuvena the large brown snake hits It's DFC for 11 physical, 11 fire, 11 physical, 11 fire (43 total damage).
Lisuvena the large brown snake activates his hardened leather gloves!
Lisuvena the large brown snake hardens its skin.
It's DFC instinctively hardens his skin and ignores the attack!
It's DFC repels an attack from Lisuvena the large brown snake.
Lisuvena the large brown snake performs a melee critical strike against It's DFC!
It's DFC hits Lisuvena the large brown snake for 5 darkness damage.
Lisuvena the large brown snake hits It's DFC for 173 physical damage.
It's DFC the level 31 dwarf stone warden was tortured to death by Lisuvena the large brown snake on level 1 of Unremarkable Cave.
It's DFC deactivates Shards.
It's DFC stops burning.
It's DFC's armour is more intact.
It's DFC stops bleeding.
It's DFC is suffering less.
It's DFC deactivates Stone Vines.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.