










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Bulwark |
| Level / Exp | 35 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Shdar the thalore at level 9 on the 5th Flare 122nd year of Ascendancy at 05:15 0 / 9Killed by ghoulking at level 16 on the 5th Haze 122nd year of Ascendancy at 03:27 Killed by Elera the snow giant at level 21 on the 1st Regrowth 123rd year of Ascendancy at 17:31 Killed by elven mage at level 23 on the 43rd Regrowth 123rd year of Ascendancy at 09:54 Killed by skeleton assassin at level 24 on the 48th Regrowth 123rd year of Ascendancy at 22:44 Killed by dreadmaster at level 25 on the 53rd Regrowth 123rd year of Ascendancy at 19:48 Killed by dread at level 25 on the 57th Regrowth 123rd year of Ascendancy at 07:38 Killed by Kra'Tor the Gluttonous at level 35 on the 46th Dusk 123rd year of Ascendancy at 05:59 Killed by orc necromancer at level 35 on the 52nd Dusk 123rd year of Ascendancy at 18:15 |
Primary Stats
| Strength | 65 (base 56) |
| Dexterity | 46 (base 43) |
| Constitution | 63 (base 48) |
| Magic | 16 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | -95/1324 |
| Mana | 259/259 |
| Stamina | 209/209 |
| Healing Factor | 1.7412017167384 |
| Regeneration | 104.13700346937 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +1000% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 37.141571790036 |
| See Invisible | 37.141571790036 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 42 |
| Crit Chance | 33% |
| APR | 11 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +28% |
| Temporal | +19% |
| Physical | +5% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +20% |
| Lightning | +15% |
| Light | +15% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 87.663923868929 (93.924050632911%) |
| Defense | 37 |
| Ranged Defense | 41 |
| Fatigue | 43 |
| Physical Save | 60 |
| Spell Save | 52 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 17%( 70%) |
| All | -3%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 33%( 70%) |
| Physical | + 7%( 70%) |
| Fire | + 16%( 70%) |
| Lightning | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 56% |
| Confusion Resistance | 50% |
| Instadeath Resistance | 100% |
| Poison Resistance | 0% |
| Knockback Resistance | 56% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 171 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 297.50 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield Wall |
| talent | Premonition |
| detrimental effect | The target is on fire, taking 37.54 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is cursed, reducing all resistances by 24%. Curse of Vulnerability |
| beneficial effect | A flow of life spins around the target, regenerating 54.84 life per turn. Regeneration |
| beneficial effect | Reduces darkness damage received by 12%. Premonition Shield |
| beneficial effect | The target is recovering 49 life each turn. Recovery |
| beneficial effect | Movement is 1000% faster. Step Up |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | The target is attracting all toward it, also dealing fire, light and physical damage each turn.. Irresistible Sun |
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 have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost anorithil from death by deformed giant crystal rat. Escort: lost anorithil (level 2 of Heart of the Gloom) | failed |
You failed to protect the lost sun paladin from death by fire drake. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by skeleton archer. Escort: lost warrior (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by armoured skeleton warrior. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by Bethorenn the thief. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Constitution by +2. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 47. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Starspitter (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 light Changes stats: +3 Cun / +3 Con Changes resistances penetration: +15% lightning / +15% light Changes damage: +18% light Physical save: +16 (+4 eff.) Mental save: +18 (+4 eff.) Light radius: +3 A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (76 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Airpython (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 20 lightning Changes stats: +7 Str Changes resistances: +9% blight / +5% darkness / +9% lightning Changes resistances penetration: +5% arcane Changes damage: +6% lightning Spell save: +7 (+2 eff.) Mental save: +7 (+1 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic hardened leather gloves of dispersion (0 def, 6 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 6 arcane Changes stats: +8 Wil / +8 Mag Changes resistances: +3% arcane Mental save: +8 (+2 eff.) Maximum life: +40.00 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 11% chance to blind Damage (Melee): 34 light Effects on ranged hit: * 22% chance to blind Damage (Ranged): 29 light Rings can have magical properties. |
| On fingers | stralite ring 'Ulfurab'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane Changes resistances: +5% arcane / +9% temporal Changes resistances penetration: +15% arcane Mental save: +11 (+2 eff.) Confusion immunity: +40% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
| Around neck | FlareraiderInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 fire Changes stats: +4 Con Changes resistances: +9% fire / +12% temporal Changes damage: +15% fire / +9% temporal Physical save: +9 (+3 eff.) Life regen: +1.30 Maximum life: +49.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
| In main hand | Punae's Blade (46-64.4 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
| Cloak | Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 7 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Main armor | radiant dwarven-steel plate armour of command (13 def, 17 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +13 (+5 eff.) Fatigue: +24% Damage when hit (Melee): 6 light Changes stats: +2 Cun / +3 Wil Changes resistances: +10% blight / +13% darkness Mental save: +16 (+4 eff.) Light radius: +2 A suit of armour made of metal plates. |
Inventory
regeneration infusion of the titan (heal 274 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 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. |
wild infusion of the duelist (resist 23%; cure magical)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 6 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 ability. |
shielding rune of the warrior (absorb 282 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 282 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 179 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: -20% cold / +20% fire Changes damage: -5% cold / +10% fire Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+3 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
mindweaver's steel amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 6 light / 5 darkness Effects when hit in melee: * 5% chance to blind * 7% chance to inflict 15% damage reduction Changes stats: +2 Wil Changes damage: +6% light / +6% darkness Mental save: +6 (+1 eff.) Confusion immunity: +13% Mindpower: +5 (+3 eff.) Amulets can have magical properties. |
serendipitous gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +9 (+4 eff.) Changes stats: +11 Lck Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
starlit steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% light / +15% darkness Blindness immunity: +20% Amulets can have magical properties. |
AroleweInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Armour: +6 Changes resistances: +6% nature / +6% blight Critical mult.: +3.00% Poison immunity: +12% Disease immunity: +11% Rings can have magical properties. |
GunygarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% acid / +5% arcane Disease immunity: +20% Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Teleport immunity: +10% Maximum life: +22.00 Rings can have magical properties. |
NalinInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +9% blight / +1% physical / +6% light / +9% nature Spell save: +32 (+10 eff.) Mental save: +9 (+2 eff.) Poison immunity: +15% Confusion immunity: +34% Stun/Freeze immunity: +10% Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
steel ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
stralite ring 'Lelafang'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% blight / +9% temporal / +13% mind Changes resistances penetration: +10% temporal Changes damage: +6% blight / +6% temporal / +13% mind Rings can have magical properties. |
dragonbone longbow 'Venomswift'Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Burst (radius 2) on crit: +4 nature When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +15.0% Changes resistances penetration: +18% physical / +5% temporal Changes damage: +49% physical / +12% temporal Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Longbows are used to shoot arrows at your foes. |
Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 8.00 arcane and 8.00 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+12 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Barykor (22-30.8 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +2 Wil / +2 Mag Changes resistances: +6% mind Changes resistances penetration: +10% arcane Changes damage: +6% mind Spellpower: +6 (+3 eff.) Blunt and deadly. |
Turylen (35.5-49.7 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 2) on crit: +9 fire When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +9 (+4 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +1 Mag Changes resistances penetration: +11% fire Disarm immunity: +35% Light radius: +3 Global speed: +5% Blunt and deadly. |
Yvetira the Growthransom (35-49 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 17% chance to daze at end of turn Damage (Melee): +26 insidious poison When wielded/worn: Accuracy: +9 (+3 eff.) Damage when hit (Melee): 4 nature Changes stats: +5 Str / +2 Dex / +1 Mag / +4 Wil / +3 Cun / +2 Con Changes resistances: +6% nature / +15% lightning Changes resistances penetration: +11% lightning Changes damage: +9% nature / +9% physical Stamina when hit: +0.70 Blunt and deadly. |
Mayildathra (35-49 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +14 temporal When wielded/worn: Damage when hit (Melee): 13 temporal Changes resistances: +13% temporal Spell save: +29 (+9 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.00 Vim when firing critical spell: +5.00 One-handed war axes. |
stralite waraxe 'Eareldil' (31-43.4 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing Damage (Melee): +34 insidious poison / +8 mind When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +9 Physical crit. chance: +9.0% Physical power: +11 (+3 eff.) Changes resistances penetration: +13% physical Changes damage: +3% mind Critical mult.: +10.00% Equilibrium when hit: +0.08 Mindpower: +2 (+1 eff.) One-handed war axes. |
hardened leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Faledondur'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Changes damage: +3% arcane Physical save: +6 (+2 eff.) Mental save: +9 (+2 eff.) Stun/Freeze immunity: +20% Teleport immunity: +10% A belt that goes around your waist. |
murderer's linen cloak of implacability (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +1 Dex Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sepsisbone (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: -3% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Wil / +4 Con Changes resistances: +3% cold / +6% darkness / +3% temporal Changes resistances penetration: +8% physical Stamina each turn: +0.40 Maximum life: +39.00 Mindpower: +5 (+3 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Tempestpain (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes resistances: +11% lightning / +6% temporal / +6% darkness / +3% blight Changes resistances penetration: +10% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eremysasin the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +23 (+8 eff.) Armour: +2 Damage (Melee): 8 arcane Changes stats: +4 Dex / +5 Mag / +4 Wil / +2 Cun Changes resistances: +5% arcane / +7% darkness Grants telepathy: Dragon Maximum hate: +6.00 Mental crit. chance: +2% Infravision radius: +1 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 19 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Shimmerwinter (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 lightning Damage when hit (Melee): 20 lightning Changes resistances: +16% lightning Changes resistances penetration: +20% mind Changes damage: +5% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 146.45 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 219.22 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Xolemina the Kilnweeper (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 16 fire Changes resistances: +17% fire / +5% arcane / +9% cold Changes resistances penetration: +20% fire Changes damage: +21% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of constitution (+2) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +4 Str / +2 Con It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 185.0 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)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 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. |
Korugodin the Scorpionripper (8 def, 2 armour, 31-37.2 power, 81.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +81 Damage (Melee): +10 acid Burst (radius 1) on hit: +13 fire Burst (radius 2) on crit: +15 light / +14 darkness When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 5 fire Effects when hit in melee: * 13% chance to corrode armour by 30% Damage when hit (Melee): 12 fire Changes stats: +2 Con Changes resistances: +12% acid / +13% light / +8% darkness Changes resistances penetration: +5% nature Changes damage: +3% nature 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. |
Hornet Stingers (19/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
quiver of yew arrows 'Elenelefast' (18/18, 34-47.6 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 18 On weapon hit: * 40% chance to corrode armour by 30% * 10% chance to knock the target back * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Ranged): +25 acid / +31 physical Burst (radius 1) on hit: +8 physical Arrows are used with bows to pierce your foes to death. |
361 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. |
5 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Arthigorion (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +1 Str Changes resistances: +7% darkness / +6% mind Changes resistances penetration: +10% mind Changes damage: +3% acid Damage affinity(heal): +15% darkness Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 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. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Arysemira the stralite torque of psychoportation [power 51] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +4 physical / +6 mind / +6 darkness Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Silence (-1 turn) Talents granted: +2 Ward +3 Silence Critical mult.: +15.00% Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum psi: +20.00 It can be used to teleport randomly (rad 51), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Torygund [power 72] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +6% darkness Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talent granted: +1 Ward Blindness immunity: +5% Knockback immunity: +25% It can be used to disarm traps (72 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 5 negative energy. 100% chance to regenerate 8 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright ash wand of firewall [power 105] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to creates a wall of flames lasting 4 turns (dealing 120 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Doctrine Henkin the Thalore Bulwark level 31
68th Pyre 123rd year of Ascendancy at 23:34 see stats
Against all odds
Killed Ukruk in the ambush.By Doctrine Henkin the Thalore Bulwark level 31
66th Pyre 123rd year of Ascendancy at 02:36 see stats
Arachnophobia
Destroyed the spydric menace.By Doctrine Henkin the Thalore Bulwark level 34
12nd Dusk 123rd year of Ascendancy at 04:38 see stats
Brave new world
Went to the Far East and took part in the war.By Doctrine Henkin the Thalore Bulwark level 33
8th Dusk 123rd year of Ascendancy at 04:21 see stats
Bringer of Doom
Killed a Bringer of Doom.By Doctrine Henkin the Thalore Bulwark level 20
9th Allure 123rd year of Ascendancy at 05:56 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Doctrine Henkin the Thalore Bulwark level 15
71st Dusk 122nd year of Ascendancy at 20:25 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Doctrine Henkin the Thalore Bulwark level 33
5th Flare 123rd year of Ascendancy at 09:30 see stats
Explorer
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Doctrine Henkin the Thalore Bulwark level 34
12nd Dusk 123rd year of Ascendancy at 07:00 see stats
Exterminator
Killed 1000 creatures.By Doctrine Henkin the Thalore Bulwark level 15
3rd Haze 122nd year of Ascendancy at 04:35 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Doctrine Henkin the Thalore Bulwark level 22
18th Regrowth 123rd year of Ascendancy at 23:05 see stats
Fear me not!
Survived the Fearscape!By Doctrine Henkin the Thalore Bulwark level 23
43rd Regrowth 123rd year of Ascendancy at 09:39 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Doctrine Henkin the Thalore Bulwark level 14
24th Dusk 122nd year of Ascendancy at 06:20 see stats
Level 10
Got a character to level 10.By Doctrine Henkin the Thalore Bulwark level 10
8th Flare 122nd year of Ascendancy at 15:12 see stats
Level 20
Got a character to level 20.By Doctrine Henkin the Thalore Bulwark level 20
9th Allure 123rd year of Ascendancy at 02:54 see stats
Level 30
Got a character to level 30.By Doctrine Henkin the Thalore Bulwark level 30
59th Pyre 123rd year of Ascendancy at 14:40 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Doctrine Henkin the Thalore Bulwark level 15
46th Dusk 122nd year of Ascendancy at 11:04 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Doctrine Henkin the Thalore Bulwark level 33
3rd Dusk 123rd year of Ascendancy at 23:57 see stats
That was close
Killed your target while having only 1 life left.By Doctrine Henkin the Thalore Bulwark level 16
5th Haze 122nd year of Ascendancy at 03:11 see stats
The Arena
Unlocked Arena mode.By Doctrine Henkin the Thalore Bulwark level 9
3rd Summertide 122nd year of Ascendancy at 17:50 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Doctrine Henkin the Thalore Bulwark level 27
74th Regrowth 123rd year of Ascendancy at 04:45 see stats
The secret city
Discovered the truth about mages.By Doctrine Henkin the Thalore Bulwark level 12
16th Dusk 122nd year of Ascendancy at 13:15 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Doctrine Henkin the Thalore Bulwark level 27
73rd Regrowth 123rd year of Ascendancy at 14:38 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Doctrine Henkin the Thalore Bulwark level 24
50th Regrowth 123rd year of Ascendancy at 21:12 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Doctrine Henkin the Thalore Bulwark level 15
3rd Haze 122nd year of Ascendancy at 00:07 see stats
Unstoppable
Returned from the dead.By Doctrine Henkin the Thalore Bulwark level 25
57th Regrowth 123rd year of Ascendancy at 07:38 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Doctrine Henkin the Thalore Bulwark level 30
65th Pyre 123rd year of Ascendancy at 03:30 see stats
Log
Doctrine Henkin no longer has a cursed wound.
Doctrine Henkin has recovered!
Burning from Armoured skeleton warrior hits Doctrine Henkin for 35 fire damage.
Doctrine Henkin hits Skeleton mage for 92 fire, 102 light, 84 physical (279 total damage).
Doctrine Henkin hits Orc blood mage for (76 absorbed), 0 fire, (85 absorbed), 0 light, 70 physical (70 total damage).
Doctrine Henkin receives 62 healing.
Doctrine Henkin hits Armoured skeleton warrior for (84 absorbed), 0 fire, (39 absorbed), 23 light, 77 physical (101 total damage).
Doctrine Henkin hits Skeleton mage for 92 fire, 82 light, 84 physical (259 total damage).
Doctrine Henkin hits Skeleton mage for 92 fire, 81 light, 84 physical (258 total damage).
Doctrine Henkin hits Orc necromancer for (44 absorbed), 23 fire, 94 light, 77 physical (195 total damage).
Doctrine Henkin hits Isyvea the orc necromancer for 78 fire, 89 light, 65 physical (234 total damage).
Doctrine Henkin hits Skeleton master archer for (92 absorbed), 0 fire, (102 absorbed), 0 light, (84 absorbed), 0 physical (0 total damage).
Doctrine Henkin hits Orc necromancer for (53 absorbed), 31 fire, 94 light, 77 physical (203 total damage).
Doctrine Henkin prepares for the next kill!.
Isyvea the orc necromancer uses Dominate.
Doctrine Henkin killed Skeleton mage!
Isyvea the orc necromancer hits Doctrine Henkin for 114 physical damage.
Doctrine Henkin hits Isyvea the orc necromancer for (18 shifted), 0 lightning, 29 light, 7 fire, 10 arcane, 20 physical (68 total damage).
Orc blood mage casts Rune: Invisibility.
Orc blood mage vanishes from sight.
Orc blood mage channels mana through his elven-wood starstaff!
Orc blood mage starts to surge mana.
Orc necromancer casts Rune: Acid Wave.
Skeleton mage is disarmed!
Orc necromancer roars triumphantly.
Skeleton mage is disarmed!
Skeleton master archer is disarmed!
The shield around skeleton master archer crumbles.
Doctrine Henkin shrugs off the effect 'Disarmed'!
Saving game...





































































































