Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 29 / 27% |
Size | medium |
Lifes / Deaths | Killed by Polodhetira the saw horror at level 29 on the 29th Shortage 122nd year of Ascendancy at 17:58 / 1 |
Primary Stats
Strength | 71 (base 60) |
Dexterity | 29 (base 21) |
Constitution | 21 (base 11) |
Magic | 8 (base 10) |
Willpower | 62 (base 47) |
Cunning | 17 (base 10) |
Resources
Life | -175/1113 |
Equilibrium | 72 |
Psi | 135/152 |
Healing Factor | 1.094804467222 |
Regeneration | 17.90093602497 |
Speed
Mental | +2.90723440879% |
Attack | +2.90723440879% |
Movement | +32.44168646096% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 135 |
Accuracy | 57 |
Crit Chance | 45% |
APR | 21 |
Speed | 0.97 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 15% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
Acid | +20% |
Blight | +20% |
Physical | +30% |
Cold | +32% |
All | 0% |
Lightning | +20% |
Darkness | +23% |
Fire | +25% |
Nature | +32% |
Offense: Damage Penetration
Acid | +30% |
Blight | +30% |
Physical | +30% |
Cold | +30% |
All | 0% |
Darkness | +30% |
Lightning | +30% |
Mind | +25% |
Fire | +30% |
Nature | +45% |
Defense: Base
Armour (hardiness) | 72.723073231957 (96.438666929426%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 39 |
Physical Save | 42 |
Spell Save | 41 |
Mental Save | 45 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 35%( 70%) |
Physical | + 31%( 70%) |
Cold | + 38%( 70%) |
All | + 7%( 70%) |
Lightning | + 40%( 70%) |
Light | + 10%( 70%) |
Mind | + 16%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 26%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 0% |
Bleed Resistance | 20% |
Confusion Resistance | 0% |
Stun Resistance | 95% |
Knockback Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 744% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 grave | active |
You failed to protect the injured seer from death by ritch flamespitter. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
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 Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the repented thief from death by Xerubeth the snow giant. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Dexterity by +5. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed vial of squid ink. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed skeleton mage skull. * You've found the needed vial of wight ectoplasm. | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Aeruba (0 def, 10 armour) Aeruba (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +10 Fatigue: +3% Changes resistances: +3% acid / +9% darkness / +6% cold / +9% mind / +6% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Leliruigund the alchemist's lamp Leliruigund the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +12 Changes stats: +2 Cun Changes resistances: +3% darkness Spell save: +6 (+2 eff.) Stun/Freeze immunity: +20% Teleport immunity: +20% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Ivumira (0 def, 2 armour) Ivumira (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 fire Changes resistances: +15% darkness / +7% fire Changes damage: +5% fire Reduces incoming crit damage: 15.00% Life regen: +4.00 Only die when reaching: -40.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +7 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | overpowered yew totem of healing [power 416] (20 cooldown) overpowered yew totem of healing [power 416] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 416 Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring 'Glintcast' copper ring 'Glintcast'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +20 (+10 eff.) Changes resistances: +3% light / +2% physical Critical mult.: +5.00% Stun/Freeze immunity: +22% Life regen: +2.00 Maximum hate: +2.00 Rings make your fingers look great! |
On fingers | Corruptionbliss CorruptionblissCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Damage when hit (Melee): 8 lightning Changes resistances: +12% lightning / +3% nature Changes resistances penetration: +15% nature Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
Around neck | grounding copper amulet of strength (+2) grounding copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
In main hand | Radhudar (36-50 power, 5 apr) Radhudar (36-50 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +6 nature When wielded/worn: Armour penetration: +7 Physical crit. chance: +21.0% Changes resistances: +9% acid / +3% fire Critical mult.: +14.00% Reduces incoming crit damage: 10.00% Cut immunity: +20% Sharp, long, and deadly. |
Around waist | rough leather belt 'Khelasin' rough leather belt 'Khelasin'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +25 (+6 eff.) Changes stats: +2 Con Changes resistances: +2% physical / +5% cold / +6% fire Critical mult.: +15.00% A belt that goes around your waist. |
In off hand | Radhunik (0 def, 8 armour, 52-63 power, 132.5 block) Radhunik (0 def, 8 armour, 52-63 power, 132.5 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 52.5 - 63.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +132 On weapon hit: * 16% chance to reduce armor by 9% Damage (Melee): +14 nature / +8 arcane When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 9 acid Damage when hit (Melee): 8 acid Changes stats: +3 Wil Changes resistances: +14% blight / +12% physical / +14% nature Changes resistances penetration: +25% mind Talent granted: +1 Block Maximum life: +61.00 Handheld deflection devices. |
Cloak | linen cloak of the hunter (1 def, 0 armour) linen cloak of the hunter (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+5 eff.) Defense: +1 (+0 eff.) Fatigue: -5% Maximum life: +44.00 Maximum stamina: +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dwarven-steel plate armour 'Quenchdare' (0 def, 17 armour) dwarven-steel plate armour 'Quenchdare' (0 def, 17 armour)Requires: - Massive armour training - Strength 35 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Fatigue: +22% Changes stats: +5 Cun / +5 Wil Changes resistances: +13% blight / +9% cold / +15% nature Changes damage: +3% darkness / +12% cold Mental save: +16 (+6 eff.) A suit of armour made of metal plates. |
Inventory
healing infusion of the wizard (heal 57; cd 12) healing infusion of the wizard (heal 57; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 57 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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. |
heroism infusion of the warrior (die at -573; dur 7; cd 27) heroism infusion of the warrior (die at -573; dur 7; cd 27)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: 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 7 turns. While Heroism is active, you will only die when reaching -573 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 1146 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the psychic (speed 712%; cd 8) movement infusion of the psychic (speed 712%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 451%; cd 9) movement infusion of the sneak (speed 451%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 778%; cd 12) movement infusion of the warrior (speed 778%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 increase movement speed by 778% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion of the psychic (heal 271; 13 cd) regeneration infusion of the psychic (heal 271; 13 cd)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 354; 14 cd) regeneration infusion of the warrior (heal 354; 14 cd)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 354 life over 5 turns. 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 duelist (res 22%; magical; dur 2; cd 10) wild infusion of the duelist (res 22%; magical; dur 2; cd 10)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: 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 magical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 20%; physical; dur 3; cd 14) wild infusion of the sneak (res 20%; physical; dur 3; cd 14)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: 14 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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 6; phase 12; cd 10) blink rune of the sneak (range 6; phase 12; cd 10)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: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 41; cd 12) shatter afflictions rune of the titan (absorb 41; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 47; cd 12) shatter afflictions rune of the titan (absorb 47; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 47 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 89; cd 10) teleportation rune of the psychic (range 89; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 89 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Flamebringer FlamebringerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Dex / +4 Cun / +6 Con Changes damage: +3% fire Infravision radius: +1 Amulets make your neck look great! |
Smolderwinnow the steel amulet Smolderwinnow the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Fatigue: -6% Damage when hit (Melee): 8 mind Changes stats: +4 Dex / +6 Wil Changes damage: +9% fire Life regen: +2.00 Only die when reaching: -60.00 life Maximum stamina: +20.00 Amulets make your neck look great! |
copper amulet of constitution (+2) copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets make your neck look great! |
stabilizing gold amulet of healing stabilizing gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% temporal Cut immunity: +50% Pinning immunity: +33% Knockback immunity: +23% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 274 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Quenchstrike' steel amulet 'Quenchstrike'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +8 Wil Changes resistances penetration: +10% arcane Spell save: +3 (+1 eff.) Vim when firing critical spell: +2.00 Spell crit. chance: +5% Amulets make your neck look great! |
Falygund the copper ring Falygund the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% nature / +24% acid Changes resistances penetration: +20% acid Changes damage: +9% acid Mental save: +6 (+2 eff.) Rings make your fingers look great! |
Nightsong 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 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% 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. |
Poluwe PoluweInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +18 Wil / +6 Cun / +3 Con Changes resistances: +12% acid Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
Porurerissra PorurerissraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +2 Defense: +30 (+14 eff.) Changes stats: +8 Dex / +4 Mag / +5 Cun Maximum stamina: +30.00 Rings make your fingers look great! |
Pyrelord the copper ring Pyrelord the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Changes resistances: +12% fire Changes resistances penetration: +10% physical Critical mult.: +10.00% Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +23% Stamina each turn: +3.00 Maximum life: +22.00 Rings make your fingers look great! |
Zanariregogen the copper ring Zanariregogen the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag / +2 Cun / +1 Con Stun/Freeze immunity: +20% Life regen: +1.00 Infravision radius: +3 Rings make your fingers look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Blindrend' copper ring 'Blindrend'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind / 2 darkness Changes resistances: +9% mind Changes damage: +15% darkness / +9% fire Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +24.00 Rings make your fingers look great! |
gold emerald ring gold emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Armour: +3 Defense: +10 (+5 eff.) Changes resistances: +3% all It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 80% 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. Rings make your fingers look great! |
gold ring 'Tulygokalthonik' gold ring 'Tulygokalthonik'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Physical save: +3 (+1 eff.) Spell save: +12 (+4 eff.) Mental save: +6 (+2 eff.) Disease immunity: +20% Maximum stamina: +30.00 Rings make your fingers look great! |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of clarity titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
titan's copper ring of perseverance titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
wizard's copper ring of power wizard's copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Mag Spell save: +4 (+1 eff.) Spellpower: +6 (+3 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Frigidbrace the steel battleaxe (20-31 power, 2 apr)Frigidbrace the steel battleaxe (20-31 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (radius 1) on hit: +12 mind Damage (radius 2) on crit: +20 temporal When wielded/worn: Changes damage: +6% mind / +12% cold Critical mult.: +15.00% Mental save: +6 (+2 eff.) Equilibrium when hit: +0.16 Mental crit. chance: +2% Massive two-handed battleaxes. |
Shantiz the Stormblade (15-20 power, 20 apr) Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 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. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 45.05 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Blazeknight (41-62 power, 2 apr) Blazeknight (41-62 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +12 lightning / +19 cold When wielded/worn: Armour: +12 Changes resistances: +6% acid Changes resistances penetration: +16% lightning / +19% cold Spell save: +18 (+6 eff.) Disarm immunity: +20% Light radius: +3 Movement speed: +43% Massive two-handed mauls. |
balanced dwarven-steel greatmaul of enduring (44-66 power, 2 apr) balanced dwarven-steel greatmaul of enduring (44-66 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: 44.0 - 66.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+5 eff.) Changes stats: +16 Con / +12 Wil Disarm immunity: +32% Maximum life: +52.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Shiverborn the ash longbowShiverborn the ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +8 acid Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +8 cold When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +5 Str Changes resistances: +9% cold Changes resistances penetration: +25% acid / +20% fire Changes damage: +6% cold / +18% fire Longbows are used to shoot arrows at your foes. |
truestriking dwarven-steel mace of shearing (26-37 power, 4 apr) truestriking dwarven-steel mace of shearing (26-37 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +15 Changes resistances penetration: +9% all / +5% physical Blunt and deadly. |
Gleamking the steel waraxe (12-16 power, 3 apr) Gleamking the steel waraxe (12-16 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 nature / +12 light When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +5 Str / +4 Dex / +4 Mag / +4 Wil / +5 Cun / +5 Con Changes resistances: +6% light Changes resistances penetration: +5% arcane Disarm immunity: +22% One-handed war axes. |
Duvumnir the rough leather belt Duvumnir the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +9% cold / +3% mind Disarm immunity: +10% Maximum life: +34.00 A belt that goes around your waist. |
Mighty Girdle 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. |
Migund the rough leather belt Migund the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Cun / +4 Str Physical save: +7 (+3 eff.) Mindpower: +3 (+1 eff.) Light radius: +2 A belt that goes around your waist. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+10 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Zeralagorn (1 def, 0 armour) Zeralagorn (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +2 Wil / +2 Cun Mental save: +3 (+1 eff.) Psi when hit: +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Spidersting' (2 def, 0 armour) cashmere cloak 'Spidersting' (2 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +1 Dex / +4 Wil / +3 Cun / +5 Con Changes resistances: +7% acid / +7% fire / +7% lightning / +6% cold Changes resistances penetration: +15% nature Mental crit. chance: +5% Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Gitochak' (1 def, 0 armour) linen cloak 'Gitochak' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Cun / +2 Wil Maximum life: +30.00 Maximum psi: +20.00 Mindpower: +10 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Notomas' (1 def, 0 armour) linen cloak 'Notomas' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Mag / +3 Wil Changes resistances penetration: +5% acid Changes damage: +12% acid Mental save: +6 (+2 eff.) Spellpower: +25 (+9 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+6 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe of corrosion (+15%) (0 def, 0 armour)mindwoven cashmere robe of corrosion (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +15% acid / +11% all Changes damage: +10% acid Mental save: +17 (+6 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brightvagrant (0 def, 1 armour) Brightvagrant (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Con Changes resistances: +3% fire Physical save: +11 (+4 eff.) Mental save: +16 (+6 eff.) Maximum psi: +20.00 Light radius: +3 Healing mod.: +15% A pair of boots made of leather. |
pair of rough leather boots 'Merek' (0 def, 1 armour) pair of rough leather boots 'Merek' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +5 Lck / +4 Dex Changes resistances: +6% mind / +2% physical Changes damage: +9% blight Stealth bonus: +5 Stun/Freeze immunity: +10% Life regen: +2.00 A pair of boots made of leather. |
undeterred pair of iron boots of rushing (0 def, 3 armour) undeterred pair of iron boots of rushing (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +3 Con Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +20% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bereldil (0 def, 1 armour) Bereldil (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 lightning Changes stats: +2 Str / +6 Con Changes resistances: +6% lightning Changes damage: +4% lightning Light radius: +2 Infravision radius: +2 When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +6 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
Uramatar (0 def, 1 armour) Uramatar (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 cold Changes stats: +6 Mag Changes resistances: +9% acid / +11% cold Changes damage: +4% cold Light radius: +2 When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +6 ice Metal gloves protecting the hands up to the middle of the lower arm. |
heroic iron gauntlets of the nighthunter (0 def, 4 armour) heroic iron gauntlets of the nighthunter (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +4 Fatigue: +1% Changes stats: +2 Cun Changes resistances: +6% darkness Mental save: +6 (+2 eff.) Maximum life: +40.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). When this weapon crits: Dominate (10% chance level 1). Damage (Melee): +6 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
steady rough leather gloves of strength (+2) (0 def, 1 armour) steady rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +2 Str Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Base power: 12.0 - 13.2 Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Armodunadar the Chillsmash (1 def, 0 armour) Armodunadar the Chillsmash (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 acid Changes stats: +2 Wil Changes resistances: +9% acid / +6% cold Changes resistances penetration: +15% acid Changes damage: +6% acid / +6% cold / +3% arcane Physical save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Boruirek the rough leather cap (0 def, 1 armour) Boruirek the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str / +1 Cun / +3 Con Changes resistances: +6% temporal / +3% nature / +9% mind Disease immunity: +10% A cap made of leather. |
Frigidpyre (1 def, 6 armour) Frigidpyre (1 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +3% acid / +16% light / +3% darkness Changes resistances penetration: +5% cold Changes damage: +11% light Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Aeryseyaba' (0 def, 1 armour) rough leather cap 'Aeryseyaba' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes stats: +5 Str / +2 Mag / +2 Wil Physical save: +10 (+4 eff.) See invisible: +9 A cap made of leather. |
Manugachak the iron plate armour (0 def, 9 armour) Manugachak the iron plate armour (0 def, 9 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +8% acid / +6% cold / +9% temporal Allows you to breathe in: water Mental save: +6 (+2 eff.) Silence immunity: +10% Only die when reaching: -60.00 life A suit of armour made of metal plates. |
dwarven-steel plate armour (0 def, 11 armour) dwarven-steel plate armour (0 def, 11 armour)Requires: - Massive armour training - Strength 35 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% A suit of armour made of metal plates. |
steel plate armour 'Hazeguile' (0 def, 9 armour) steel plate armour 'Hazeguile' (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +6% acid / +8% physical / +6% fire / +6% lightning / +17% cold Changes resistances penetration: +10% mind Changes damage: +6% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +27% Stun/Freeze immunity: +24% Knockback immunity: +24% Equilibrium when hit: +0.08 Psi when hit: +0.16 Mental crit. chance: +4% A suit of armour made of metal plates. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
166 alchemist agate 166 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. |
2 onyx 2 onyx0.00 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. |
6 opal 6 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Islyseldatha the Offalswift (dig speed 37 turns) Islyseldatha the Offalswift (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +4 Str / +3 Dex / +2 Cun Changes resistances: +6% nature Light radius: +1 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Brenolin BrenolinInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes stats: +4 Wil Changes resistances penetration: +5% mind Changes damage: +5% mind Physical save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Poison immunity: +20% Mindpower: +10 (+4 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(119 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Murkbane' brass lantern 'Murkbane'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Changes damage: +9% darkness Physical save: +6 (+2 eff.) Light radius: +3 Healing mod.: +11% 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. |
Crystal Focus 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 85 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
elm wand of clairvoyance 'Silorida' [power 9] (15 cooldown) elm wand of clairvoyance 'Silorida' [power 9] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +2 Mag / +1 Wil / +4 Cun Changes damage: +6% mind It can be used to reveal the area around you, dispelling darkness (radius 9, power 32 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Roal the Dwarf Wyrmic level 11
9th Profit 122nd year of Ascendancy at 08:56 see stats
By Roal the Dwarf Wyrmic level 22
28th Loss 122nd year of Ascendancy at 01:02 see stats
By Roal the Dwarf Wyrmic level 24
8th Shortage 122nd year of Ascendancy at 05:48 see stats
By Roal the Dwarf Wyrmic level 10
30th Voratun 122nd year of Ascendancy at 09:09 see stats
By Roal the Dwarf Wyrmic level 20
2nd Wealth 122nd year of Ascendancy at 22:41 see stats
By Roal the Dwarf Wyrmic level 21
8th Wealth 122nd year of Ascendancy at 11:13 see stats
By Roal the Dwarf Wyrmic level 28
21st Shortage 122nd year of Ascendancy at 18:02 see stats
By Roal the Dwarf Wyrmic level 18
40th Profit 122nd year of Ascendancy at 11:06 see stats
By Roal the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 02:10 see stats
By Roal the Dwarf Wyrmic level 8
27th Voratun 122nd year of Ascendancy at 21:34 see stats
By Roal the Dwarf Wyrmic level 11
2nd Acquisition 122nd year of Ascendancy at 13:34 see stats
By Roal the Dwarf Wyrmic level 27
21st Shortage 122nd year of Ascendancy at 07:40 see stats
By Roal the Dwarf Wyrmic level 19
2nd Wealth 122nd year of Ascendancy at 09:11 see stats
Log
Roal resists!
Something hits Roal for 22 physical, 9 cold, 6 fire, 7 lightning, 16 acid, 5 acid, 3 fire, 4 cold, 5 lightning, 107 fire (186 total damage).
Grappling hits Roal for 5 physical damage.
Something misses Roal.
Something hits Roal for 23 physical, 9 cold, 6 fire, 7 lightning, 16 acid, 5 acid, 3 fire, 4 cold, 5 lightning (80 total damage).
Grappling hits Roal for 5 physical damage.
Roal instinctively hardens his skin and ignores the attack!
Roal repels an attack from Something.
Burning from Polodhetira the saw horror hits Roal for 72 fire damage.
Grappled from Polodhetira the saw horror hits Roal for 76 physical damage.
Roal is disarmed!
Something hits Roal for 14 physical, 9 cold, 6 fire, 7 lightning, 16 acid, 5 acid, 3 fire, 4 cold, 5 lightning, 107 fire (177 total damage).
Grappling hits Roal for 5 physical damage.
Something misses Roal.
Roal performs a telekinetically enhanced leap!
Roal is pulled in!
Roal is free from the grapple.
Roal is no longer pinned.
Burning from Polodhetira the saw horror hits Roal for 98 fire damage.
Roal shrugs off Something's 'Sleep'!
Roal uses Ice Wall.
Talent Venomous Breath is ready to use.
Burning from Polodhetira the saw horror hits Roal for 89 fire damage.
Roal uses Infusion: Movement.
Roal is moving at extreme speed!
Something hits Roal for 316 physical damage.
Roal the level 29 dwarf wyrmic was crushed to death by Polodhetira the saw horror on level 3 of Lake of Nur.