Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.47 |
| Addons | Items Vault 0.9.47 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Bulwark |
| Level / Exp | 31 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Xanivea the stone troll at level 7 on the 3rd Mirth 122nd year of Ascendancy at 10:59 0 / 6Killed by Ertdam the dwarf at level 11 on the 59th Dusk 122nd year of Ascendancy at 06:32 Killed by orc pyromancer at level 20 on the 7th Allure 123rd year of Ascendancy at 20:01 Killed by The Master at level 23 on the 68th Regrowth 123rd year of Ascendancy at 07:00 Killed by Reivar at level 30 on the 78th Pyre 123rd year of Ascendancy at 19:56 Killed by multi-hued drake at level 30 on the 7th Mirth 123rd year of Ascendancy at 20:01 |
| Antimagic | Follower |
Primary Stats
| Strength | 75 (base 60) |
| Dexterity | 27 (base 20) |
| Constitution | 72 (base 55) |
| Magic | 12 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Equilibrium | 0 |
| Life | 1064/1064 |
| Paradox | 150 |
| Stamina | 230/230 |
| Psi | 106/106 |
| Healing Factor | 1 |
| Regeneration | 2.05 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 8 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 54 |
| Crit Chance | 18% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17.6 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +26% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Mind | +7% |
| Physical | +8% |
Defense: Base
| Armour (hardiness) | 48.2 (95%) |
| Defense | 38.475 |
| Ranged Defense | 43.983333333333 |
| Fatigue | 37 |
| Physical Save | 49.816666666667 |
| Spell Save | 29.9 |
| Mental Save | 41.066666666667 |
Defense: Resistances
| Nature | + 12%( 70%) |
| Lightning | + 21%( 70%) |
| Darkness | + 12%( 70%) |
| Temporal | + 12%( 70%) |
| Fire | + 43%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 21%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 10% |
| Silence Resistance | 25% |
| Stun Resistance | 0% |
| Poison Resistance | 0% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 22% for 6 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 300 life. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 687% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 828% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | An aura of death surrounds you. Level 1 Curse of Corpses 1Penalty: Fear of Death: -2% resistance against damage from the undead. Level 1: Power over Death: +4% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
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 |
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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +1. | 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 +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you gained talent category Technique / Mobility (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Heart of the Gloom. Escort: temporal explorer (level 2 of Heart of the Gloom)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | 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 |
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. You have been shown a secret entrance to his stronghold. | 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 south east and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 15 power out of 18/18) : Effective talent level: 4.0 Power cost: 15 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | inquisitor's quiver of ash arrows of torment (13/13, 18.5-25.9 power, 7 apr) inquisitor's quiver of ash arrows of torment (13/13, 18.5-25.9 power, 7 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 13 Special effect when this weapon hits: 20% chance to torment the target Special effect when this weapon crits: burns latent spell energy Damage when this weapon hits(ranged): +10 manaburn When wielded/worn: Changes resistances penetration: +7% mind / +5% darkness Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp of the forge alchemist's lamp of the forgeInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 10 dreamforge Damage when the wearer is hit: 10 dreamforge Light radius: +3 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: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. 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 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 It is part of a set of items. 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: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 87.00 and knocking it back. 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. |
| Tool | Vorigarin of clear mind [power 2] (20 cooldown) Vorigarin of clear mind [power 2] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Mag / +3 Con Light radius: +3 Infravision radius: +3 It can be used to absorbs and nullifies at most 2 detrimental mental status effects in the next 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's steel ring of pilfering gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Physical power: +5 Defense: +4 Changes stats: +4 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 10 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | vitalizing stralite amulet of murder vitalizing stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 Armour penetration: +4 Physical crit. chance: +5.0% Changes stats: +3 Con Critical mult.: +18.00% Physical save: +6 Life regen: +0.80 Maximum life: +46.00 Amulets can have magical properties. |
| In main hand | insidious dwarven-steel mace of ruin (24-33.6 power, 4 apr) (Corpses) insidious dwarven-steel mace of ruin (24-33.6 power, 4 apr) (Corpses)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +22 insidious poison When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Critical mult.: +13.00% Curse of Corpses Blunt and deadly. |
| Around waist | ravager's hardened leather belt of recklessness ravager's hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Changes resistances penetration: +8% physical Changes damage: +11% physical Critical mult.: +8.00% A belt that goes around your waist. |
| In off hand | Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block) Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +15 Fatigue: +20% Damage when the wearer is hit: 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
| Cloak | cashmere cloak of backstabbing (2 def, 0 armour) cashmere cloak of backstabbing (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +8 Defense: +2 Critical mult.: +19.00% Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Issadar (19 def, 13 armour) Issadar (19 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +19 Fatigue: +26% Mental save: +12 Disease immunity: +30% Silence immunity: +25% A suit of armour made of metal plates. |
Inventory
regeneration infusion (heal 310 over 5 turns) regeneration infusion (heal 310 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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 310 life over 5 turns. 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. |
Newly picked up regeneration infusion (heal 106 over 5 turns)regeneration infusion (heal 106 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 106 life over 5 turns. 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. |
warrior's phase door rune (range 11) warrior's phase door rune (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 11. 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 Hope Sealed Scroll of Last Hope0.10 Encumbrance. 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 |
Areth ArethInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str / +2 Mag Allows you to breathe in: water Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.6 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Newly picked up a bloodshot eyea bloodshot eye Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 |
insulating gold amulet of dexterity (+4) insulating gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +10% fire / +12% cold Amulets can have magical properties. |
insulating gold amulet of strength (+3) insulating gold amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% fire / +16% cold Amulets can have magical properties. |
steel amulet of the fish steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% cold Allows you to breathe in: water Amulets can have magical properties. |
wanderer's gold amulet of strength (+4) wanderer's gold amulet of strength (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +3 Cun / +5 Con Amulets can have magical properties. |
Cuthyvon CuthyvonInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes resistances: +15% mind / +15% lightning Physical save: +12 Blindness immunity: +20% Rings can have magical properties. |
Newly picked up LorilegLorileg Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +16 Maximum encumberance: +60 Maximum life: +60.00 Rings can have magical properties. |
marksman's gold ring of sensing marksman's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Blindness immunity: +30% See stealth: +9 See invisible: +8 Rings can have magical properties. |
mule's gold ring of the mountain (+13%) mule's gold ring of the mountain (+13%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +13% physical Changes damage: +13% physical Maximum encumberance: +24 Rings can have magical properties. |
psionicist's stralite ring of blasting psionicist's stralite ring of blastingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Wil Damage when the wearer hits(melee): 6 lightning / 9 physical Damage when the wearer is hit: 8 lightning / 7 physical Mental save: +6 Rings can have magical properties. |
solipsist's gold ring solipsist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +6 Wil Mindpower: +7 Rings can have magical properties. |
stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +0.50 Maximum life: +59.00 Healing mod.: +15% Rings can have magical properties. |
warrior's gold ring of sensing warrior's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Blindness immunity: +27% See stealth: +5 See invisible: +10 Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (Misfortune) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) (Misfortune)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Misfortune Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Gorukhad (31-46.5 power, 2 apr) (Misfortune) Gorukhad (31-46.5 power, 2 apr) (Misfortune)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +16 mind When wielded/worn: Critical mult.: +25.00% Maximum psi: +40.00 Curse of Misfortune Massive two-handed battleaxes. |
Strikewoe (33.5-50.25 power, 2 apr) (Madness) Strikewoe (33.5-50.25 power, 2 apr) (Madness)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Burst (radius 2) on crit: +16 lightning When wielded/worn: Psi when hit: +0.16 Psi when firing a critical mind attack: +4.00 Mindpower: +8 Curse of Madness Massive two-handed battleaxes. |
balanced stralite battleaxe of torment (45.5-68.25 power, 3 apr) (Nightmares) balanced stralite battleaxe of torment (45.5-68.25 power, 3 apr) (Nightmares)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.5 - 68.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Accuracy: +9 Defense: +10 Changes resistances penetration: +12% mind / +6% darkness Curse of Nightmares Massive two-handed battleaxes. |
Gunylelin (17.5-22.75 power, 7 apr) (Nightmares) Gunylelin (17.5-22.75 power, 7 apr) (Nightmares)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +20 blight Damage against: +25% Dragon / +25% Giant When wielded/worn: Maximum encumberance: +70 Curse of Nightmares Sharp, short and deadly. |
Newly picked up balanced dwarven-steel dagger (21-27.3 power, 7 apr) (Corpses)balanced dwarven-steel dagger (21-27.3 power, 7 apr) (Corpses) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +8 Defense: +8 Curse of Corpses Sharp, short and deadly. |
inquisitor's dwarven-steel dagger of massacre (25.5-33.15 power, 7 apr) (Madness) inquisitor's dwarven-steel dagger of massacre (25.5-33.15 power, 7 apr) (Madness)Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 25.5 - 33.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon crits: burns latent spell energy Damage when this weapon hits: +9 manaburn Curse of Madness Sharp, short and deadly. |
Newly picked up thought-forged dwarven-steel dagger of nature (15.5-20.15 power, 7 apr) (Corpses)thought-forged dwarven-steel dagger of nature (15.5-20.15 power, 7 apr) (Corpses) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +7 mind Damage conversion: 28% nature / 25% mind When wielded/worn: Changes stats: +4 Wil Changes resistances: +4% all Changes resistances penetration: +7% nature Curse of Corpses Sharp, short and deadly. |
Newly picked up Mayyralle (20-30 power, 3 apr) (Madness)Mayyralle (20-30 power, 3 apr) (Madness) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage against: +25% Humanoid When wielded/worn: Damage when the wearer is hit: 20 blight Curse of Madness Massive two-handed maul. |
Newly picked up warden's elven-wood longbow (Corpses)warden's elven-wood longbow (Corpses) Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Attack speed: 80% Firing range: +9 When wielded/worn: Ammo reloads per turns: +3 Changes stats: +5 Wil Changes resistances penetration: +8% temporal Changes damage: +11% temporal Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Corpses Longbows are used to shoot arrows at your foes. |
icy dwarven-steel longsword of crippling (24.5-34.3 power, 4 apr) (Madness) icy dwarven-steel longsword of crippling (24.5-34.3 power, 4 apr) (Madness)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +5 ice When wielded/worn: Physical crit. chance: +8.0% Curse of Madness Sharp, long, and deadly. |
Duvestir (26.5-37.1 power, 4 apr) (Corpses) Duvestir (26.5-37.1 power, 4 apr) (Corpses)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Physical power: +6 Changes stats: +3 Str Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Critical mult.: +15.00% Stamina each turn: +0.60 Curse of Corpses Blunt and deadly. |
Helltide (37.5-52.5 power, 5 apr) (Corpses) Helltide (37.5-52.5 power, 5 apr) (Corpses)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 10 temporal Damage when the wearer is hit: 16 fire Changes damage: +15% temporal Curse of Corpses Blunt and deadly. |
Voidpanic (23-32.2 power, 4 apr) (Madness) Voidpanic (23-32.2 power, 4 apr) (Madness)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Dex / +6 Con Changes resistances: +4% physical Changes resistances penetration: +15% darkness Curse of Madness Blunt and deadly. |
Newly picked up ethereal yew magestaff of breaching (20-24 power, 4 apr, cold damage) (Nightmares)ethereal yew magestaff of breaching (20-24 power, 4 apr, cold damage) (Nightmares) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +5 Changes resistances penetration: +10% cold Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Damage Shield penetration: +27% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Olymagen (20-28 power, 5 apr) (Nightmares) Olymagen (20-28 power, 5 apr) (Nightmares)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Critical mult.: +25.00% Stamina each turn: +1.20 Healing mod.: +25% Curse of Nightmares One-handed war axes. |
Newly picked up balanced dwarven-steel waraxe of shearing (19.5-27.3 power, 4 apr) (Nightmares)balanced dwarven-steel waraxe of shearing (19.5-27.3 power, 4 apr) (Nightmares) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 Armour penetration: +7 Defense: +7 Changes resistances penetration: +8% physical Changes damage: +8% physical Curse of Nightmares One-handed war axes. |
Newly picked up thought-forged dwarven-steel waraxe (21.5-30.1 power, 4 apr) (Madness)thought-forged dwarven-steel waraxe (21.5-30.1 power, 4 apr) (Madness) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +5 mind Damage conversion: 34% mind When wielded/worn: Changes stats: +3 Wil Curse of Madness One-handed war axes. |
Nimbussun NimbussunInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when the wearer is hit: 12 lightning Changes resistances: +15% mind Changes resistances penetration: +25% lightning A belt that goes around your waist. |
Aerawyn (2 def, 0 armour) Aerawyn (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +9 Wil Damage Shield penetration: +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Baleharadas (2 def, 0 armour) Baleharadas (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +6 Cun / +4 Con Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Newly picked up Gyhell (3 def, 0 armour)Gyhell (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Mana when firing critical spell: +7.00 Spellpower: +10 Defense after a teleport: +25 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Newly picked up Dairorin (0 def, 4 armour)Dairorin (0 def, 4 armour) Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +6% mind Grants telepathy: Demon/Minor Demon/Major Psi when firing a critical mind attack: +4.00 Mindpower: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Newly picked up Radiancewedge (0 def, 2 armour)Radiancewedge (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when the wearer is hit: 20 temporal Changes damage: +12% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 11.06 to 33.17 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery but odds are the crafter knew a thing or two about magic. |
Newly picked up dark dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)dark dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Mag Damage when the wearer hits(melee): 7 darkness Changes resistances: +8% darkness Changes damage: +5% darkness / +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage when the wearer is hit: 12 mind Changes damage: +10% mind Mindpower: +12 Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Inflicts 58.42 mind damage and cripples the target's higher mental functions, reducing cunning by 5 and confusing (11% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Betirema (2 def, 0 armour) Betirema (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +15% lightning / +18% blight Knockback immunity: +30% A pointy cloth hat, very wizardly... |
Newly picked up nimble reinforced leather armour of Eyal (4 def, 7 armour)nimble reinforced leather armour of Eyal (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Ranged Defense: +3 Fatigue: +8% Changes stats: +3 Dex Life regen: +0.70 Maximum life: +56.00 Movement speed: +10% Healing mod.: +18% A suit of armour made of leather. |
Newly picked up corrosive stralite shield of the sun (10 def, 2 armour, 44.5 dam, 143.5 block)corrosive stralite shield of the sun (10 def, 2 armour, 44.5 dam, 143.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.5 - 53.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +144 Damage when this weapon hits: +15 light / +13 acid When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +3 Con Damage when the wearer is hit: 16 light / 17 acid Changes resistances: +9% light / +13% darkness / +13% acid Talent granted: +4 Block It can be used to activate talent Sun Flare, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 5 turns and lighting up your immediate area (radius 6). At level 3 it will also do 5.50 light damage within radius 3. The damage done will increase with your Spellpower. Handheld deflection devices |
Newly picked up spellplated stralite shield of crushing (10 def, 2 armour, 50.5 dam, 135 block)spellplated stralite shield of crushing (10 def, 2 armour, 50.5 dam, 135 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +135 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +4 Wil Talent granted: +4 Block Spell save: +11 Mental save: +10 Handheld deflection devices |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
489 alchemist agate 489 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. |
7 onyx 7 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 Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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 Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
4 emerald 4 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 Gems can be sold for money or used in arcane rituals. |
4 jade 4 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 Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 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 Gems can be sold for money or used in arcane rituals. |
Orb of Many Ways 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
6 garnet 6 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% 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, 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. |
Newly picked up poison dripping wandpoison dripping wand Infused by nature 2.00 Encumbrance. Type: charm / rod |
Armugamnir (22/22, 33.5-40.2 power, 3 apr) Armugamnir (22/22, 33.5-40.2 power, 3 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 22 Damage when this weapon hits(ranged): +32 slime / +12 manaburn Shots are used with slings to pummel your foes to death. |
Newly picked up Cloudvagrant (14/14, 32-38.4 power, 3 apr)Cloudvagrant (14/14, 32-38.4 power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 14 Damage when this weapon hits(ranged): +36 lightning daze / +16 manaburn Shots are used with slings to pummel your foes to death. |
Noonnail of mindblast [power 78] (6 cooldown) Noonnail of mindblast [power 78] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when the wearer is hit: 20 mind Psi each turn: +0.70 Light radius: +3 It can be used to fire a blast of psionic energies in a beam (dam 39-78), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
7 quartz 7 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% 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 Reivar the Thalore Bulwark level 25
72nd Regrowth 123rd year of Ascendancy at 05:18 see stats
Against all odds
Killed Ukruk in the ambush.By Reivar the Thalore Bulwark level 24
70th Regrowth 123rd year of Ascendancy at 11:39 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Reivar the Thalore Bulwark level 15
47th Haze 122nd year of Ascendancy at 13:48 see stats
Arachnophobia
Destroyed the spydric menace.By Reivar the Thalore Bulwark level 31
1st Flare 123rd year of Ascendancy at 06:53 see stats
Brave new world
Went to the Far East and took part in the war.By Reivar the Thalore Bulwark level 30
10th Mirth 123rd year of Ascendancy at 23:06 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Reivar the Thalore Bulwark level 9
15th Dusk 122nd year of Ascendancy at 17:28 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Reivar the Thalore Bulwark level 27
24th Pyre 123rd year of Ascendancy at 09:19 see stats
Exterminator
Killed 1000 creatures.By Reivar the Thalore Bulwark level 16
74th Haze 122nd year of Ascendancy at 11:07 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Reivar the Thalore Bulwark level 15
63rd Haze 122nd year of Ascendancy at 10:09 see stats
Fear me not!
Survived the Fearscape!By Reivar the Thalore Bulwark level 25
72nd Regrowth 123rd year of Ascendancy at 23:15 see stats
Guiding Hand
Saved all escorted adventurers.By Reivar the Thalore Bulwark level 26
20th Pyre 123rd year of Ascendancy at 03:04 see stats
Level 10
Got a character to level 10.By Reivar the Thalore Bulwark level 10
33rd Dusk 122nd year of Ascendancy at 07:41 see stats
Level 20
Got a character to level 20.By Reivar the Thalore Bulwark level 20
7th Allure 123rd year of Ascendancy at 10:46 see stats
Level 30
Got a character to level 30.By Reivar the Thalore Bulwark level 30
76th Pyre 123rd year of Ascendancy at 00:28 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Reivar the Thalore Bulwark level 17
75th Haze 122nd year of Ascendancy at 07:15 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Reivar the Thalore Bulwark level 12
3rd Haze 122nd year of Ascendancy at 23:24 see stats
Size matters
Did over 600 damage in one attack.By Reivar the Thalore Bulwark level 31
1st Flare 123rd year of Ascendancy at 05:19 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Reivar the Thalore Bulwark level 30
7th Mirth 123rd year of Ascendancy at 07:55 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Reivar the Thalore Bulwark level 20
23rd Regrowth 123rd year of Ascendancy at 07:36 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Reivar the Thalore Bulwark level 25
79th Regrowth 123rd year of Ascendancy at 12:14 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Reivar the Thalore Bulwark level 16
69th Haze 122nd year of Ascendancy at 11:23 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Reivar the Thalore Bulwark level 23
68th Regrowth 123rd year of Ascendancy at 08:26 see stats
Log
Ran for 2 turns (stop reason: hostile spotted to the north (chitinous spider)).
Reivar uses Assault.
Chitinous spider is on fire!
Reivar performs a critical strike!
New Achievement: Size matters!
Reivar performs a critical strike!
Reivar prepares for the next kill!.
Reivar hits chitinous spider for 162 fire, 6 mind, 3 fire, 768 physical damage (total 937.67).
Reivar killed chitinous spider!
Reivar slows down.
Talent Assault is ready to use.
There is a Portal back to the Gates of Morning here (press '' or right click to use).
Ran for 14 turns (stop reason: at exit).
There is a ladder to the previous level here (press '' or right click to use).
Ran for 10 turns (stop reason: at exit).
There is a Portal back to the Gates of Morning here (press '' or right click to use).
Ran for 10 turns (stop reason: at exit).
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Quest 'Eight legs of wonder' is done! (Press 'j' to see the quest log)
New Achievement: Arachnophobia!
Option unlocked: New Class: Sun Paladin (Celestial)
