Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 43 / 79% |
Size | big |
Lifes / Deaths | Killed by Vorariabeth the telugoroth at level 23 on the 40th Steel 123rd year of Ascendancy at 15:23 / 2Killed by onilug at level 43 on the 15th Loss 123rd year of Ascendancy at 13:39 |
Primary Stats
Strength | 125 (base 60) |
Dexterity | 68 (base 50) |
Constitution | 83 (base 60) |
Magic | 8 (base 10) |
Willpower | 27 (base 11) |
Cunning | 30 (base 10) |
Resources
Life | -455/1808 |
Stamina | 175/288 |
Healing Factor | 1.4335640288596 |
Regeneration | 19.593303708237 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 26.446758763835 |
See Invisible | 35.446758763835 |
Offense: Mainhand
Damage | 171 |
Accuracy | 61 |
Crit Chance | 25% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 24 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Physical | +16% |
Nature | +9% |
Acid | +18% |
Arcane | +24% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | +28% |
Physical | +16% |
All | +8% |
Defense: Base
Armour (hardiness) | 58.089348373822 (81.151787968034%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 68 |
Spell Save | 52 |
Mental Save | 49 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 34%( 70%) |
Physical | + 25%( 70%) |
Cold | + 40%( 70%) |
All | + 15%( 70%) |
Lightning | + 23%( 70%) |
Light | + 17%( 70%) |
Temporal | + 54%( 70%) |
Mind | + 25%( 70%) |
Fire | + 30%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Pinning Resistance | 44% |
Disarm Resistance | 31% |
Confusion Resistance | 35% |
Knockback Resistance | 73% |
Stun Resistance | 69% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 309.12 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 327 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 112 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | 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 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Lisyldann the yellow jelly. Escort: lost defiler (level 1 of Dreadfell) | failed |
You failed to protect the lost defiler from death by skeleton warrior. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 438. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Agrimley the hermit has completed an elixir of focus 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 brawn. 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
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 within4 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Ce'Nudhema the pair of hardened leather boots (0 def, 3 armour) =shield= Ce'Nudhema the pair of hardened leather boots (0 def, 3 armour) =shield=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 23% Changes stats: +4 Con / +4 Wil Changes resistances penetration: +8% physical Changes damage: +18% acid Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +20 (+10 eff.) Mindpower: +6 (+3 eff.) Light radius: +3 Damage Shield penetration: +30% It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 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 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | piercing alchemist's lamp of illusion piercing alchemist's lamp of illusionCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Defense: +8 (+2 eff.) Changes resistances penetration: +8% all Physical save: +14 (+3 eff.) Spell save: +13 (+4 eff.) Mental save: +13 (+4 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (0 def, 6 armour) =set= Steel Helm of Garkul (0 def, 6 armour) =set=Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Bilesteel (5 def, 2 armour) =current= Bilesteel (5 def, 2 armour) =current=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Armour: +2 Defense: +5 (+1 eff.) Changes stats: +7 Cun / +4 Dex Changes resistances: +3% fire Changes damage: +9% nature Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Life regen: +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | soothing elven-wood totem of healing [power 338] (13 cooldown) =heal= soothing elven-wood totem of healing [power 338] (13 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 338 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 43. Natural totems are made by powerful wilders to store nature power. |
On fingers | stralite ring 'Fograzor' =current= stralite ring 'Fograzor' =current=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 16% Damage when hit (Melee): 6 arcane Changes resistances: +6% cold Changes damage: +9% cold / +24% arcane / +12% darkness Stun/Freeze immunity: +38% Life regen: +8.00 Rings make your fingers look great! |
On fingers | Aruwe =current= Aruwe =current=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +25 (+7 eff.) Physical power: +10 (+3 eff.) Changes stats: +3 Dex / +3 Con Changes resistances: +3% light Mental save: +6 (+2 eff.) Confusion immunity: +25% Maximum stamina: +20.00 Rings make your fingers look great! |
Around neck | Murksquall =keep= Murksquall =keep=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 45% Changes resistances: +12% blight / +32% temporal / +6% mind / +6% nature Pinning immunity: +44% Knockback immunity: +44% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
In main hand | voratun longsword 'Betamivea' (42-58 power, 6 apr) =current= voratun longsword 'Betamivea' (42-58 power, 6 apr) =current=Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 darkness Damage (radius 1) on hit: +20 physical Damage against: +20% Living When wielded/worn: Armour penetration: +10 Changes damage: +6% physical Critical mult.: +15.00% Reduces incoming crit damage: 15.00% See invisible: +9 Sharp, long, and deadly. |
Around waist | rough leather belt of unlife =breathe= rough leather belt of unlife =breathe=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | impervious voratun shield of crushing (0 def, 19 armour, 80-96 power, 288.5 block) impervious voratun shield of crushing (0 def, 19 armour, 80-96 power, 288.5 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 80.5 - 96.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +288 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +11.0% Physical power: +10 (+3 eff.) Armour: +19 Fatigue: +8% Changes stats: +5 Con Talent granted: +1 Block Physical save: +7 (+1 eff.) Handheld deflection devices. |
Cloak | Flashmalice (2 def, 0 armour) Flashmalice (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Str / +3 Con Changes resistances: +15% temporal / +6% mind / +6% fire Changes resistances penetration: +20% lightning Blindness immunity: +20% Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Eilinobreba the dwarven-steel plate armour (10 def, 11 armour) =keep= Eilinobreba the dwarven-steel plate armour (10 def, 11 armour) =keep=Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +10 (+3 eff.) Fatigue: +22% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +22% acid / +12% physical / +6% blight / +9% fire / +10% lightning / +24% cold Talent cooldown: Rush (-5 turns) Spell save: +6 (+2 eff.) Disarm immunity: +31% Stun/Freeze immunity: +31% Knockback immunity: +28% A suit of armour made of metal plates. |
Inventory
Rune of the Rift (258.00 temporal damage, removed from time 4 turns) =temp= Rune of the Rift (258.00 temporal damage, removed from time 4 turns) =temp=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 258.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope 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! |
Eremyledar the Taintblur =keep= Eremyledar the Taintblur =keep=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% Damage when hit (Melee): 4 cold Changes resistances: +9% acid / +15% temporal / +15% darkness / +12% blight / +24% mind Confusion immunity: +44% Amulets make your neck look great! |
Erunarileg =old= Erunarileg =old=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 23% Damage when hit (Melee): 8 mind / 10 acid Changes stats: +3 Dex / +5 Wil / +6 Cun Changes resistances: +26% fire / +22% cold Amulets make your neck look great! |
Fiery Choker =keep?= Fiery Choker =keep?=Powered 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% fire / -20% cold Changes damage: +10% fire / -5% cold 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. |
Zanibar ZanibarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Dex Changes resistances: +26% light / +18% darkness Changes damage: +12% blight Critical mult.: +20.00% Spell save: +12 (+4 eff.) Blindness immunity: +41% Mana each turn: +0.36 Mana when firing critical spell: +2.00 Amulets make your neck look great! |
gold amulet 'Brenirab' =con= gold amulet 'Brenirab' =con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Con Changes resistances: +9% temporal / +15% blight / +6% cold / +5% arcane / +12% nature Changes damage: +12% acid Spell save: +15 (+5 eff.) Amulets make your neck look great! |
savior's gold amulet of mastery (0.20 Technique / Warcries) =keep= savior's gold amulet of mastery (0.20 Technique / Warcries) =keep=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.20 Technique / Warcries Physical save: +17 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +14 (+5 eff.) Amulets make your neck look great! |
steel amulet 'Dairedondur' =stam= steel amulet 'Dairedondur' =stam=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex / +2 Mag / +5 Con Changes resistances: +9% blight Changes damage: +5% acid / +9% temporal / +5% cold / +6% lightning / +5% fire Stamina each turn: +3.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
wanderer's steel amulet of cunning (+4) =keep= wanderer's steel amulet of cunning (+4) =keep=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +9 Cun / +5 Con Life regen: +3.00 Stamina each turn: +0.70 Movement speed: +10% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Prismvagrant =cun= Prismvagrant =cun=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +7 (+2 eff.) Changes stats: +6 Dex / +4 Mag / +11 Cun Changes resistances penetration: +20% light / +15% cold Changes damage: +12% light Spellpower: +19 (+9 eff.) Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
Vargh Redemption =keep= Vargh Redemption =keep=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 12.23 cold and 13.01 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
Velille the Sparkmaster =res= Velille the Sparkmaster =res=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +18% acid Changes resistances penetration: +25% lightning / +25% cold Changes damage: +30% lightning Disarm immunity: +33% Pinning immunity: +44% Knockback immunity: +31% Maximum life: +35.00 Rings make your fingers look great! |
conjurer's gold ring of pilfering =ap= conjurer's gold ring of pilfering =ap=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +6 Mag / +6 Wil Spellpower: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
conjurer's stralite ring of speed =keep?= conjurer's stralite ring of speed =keep?=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +7 (+2 eff.) Changes stats: +5 Mag / +4 Wil Spellpower: +9 (+4 eff.) Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 2.6 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 26% for 5 turns. Rings make your fingers look great! |
Morrigor (50-70 power, 12 apr) =keep?= Morrigor (50-70 power, 12 apr) =keep?=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 mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 4.96 arcane and 4.48 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. |
plaguebringer's stralite longsword of massacre (46-64 power, 5 apr) =old= plaguebringer's stralite longsword of massacre (46-64 power, 5 apr) =old=Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 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 mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 14 Damage (Melee): +7 blight When wielded/worn: Disease immunity: +20% Sharp, long, and deadly. |
warbringer's voratun longsword (43-60 power, 6 apr) =rpenet= warbringer's voratun longsword (43-60 power, 6 apr) =rpenet=Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +3 Con Changes resistances penetration: +10% physical Disarm immunity: +26% Sharp, long, and deadly. |
flaming voratun mace of evisceration (45-63 power, 6 apr) flaming voratun mace of evisceration (45-63 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 275 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +9 fire When wielded/worn: Physical crit. chance: +11.0% Physical power: +12 (+3 eff.) Blunt and deadly. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element) =set= Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element) =set=Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+15 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Dairyntir the Cloudlady (41-58 power, 5 apr) Dairyntir the Cloudlady (41-58 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +20 fire When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 10 lightning Changes resistances: +6% temporal / +18% nature / +12% light Changes damage: +6% lightning One-handed war axes. |
stralite waraxe 'Beregozor' (29-41 power, 11 apr) stralite waraxe 'Beregozor' (29-41 power, 11 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (radius 2) on crit: +16 acid When wielded/worn: Armour penetration: +16 Physical crit. chance: +13.0% Changes damage: +9% acid Critical mult.: +30.00% Physical save: +18 (+4 eff.) Only die when reaching: -60.00 life Maximum stamina: +20.00 One-handed war axes. |
stralite waraxe 'Deledig' (28-39 power, 7 apr) =ap-overkill= stralite waraxe 'Deledig' (28-39 power, 7 apr) =ap-overkill=Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +9.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 Damage (Melee): +20 physical Damage (radius 2) on crit: +20 acid When wielded/worn: Defense: +25 (+8 eff.) Effects on melee hit: * 20% chance to reduce armor by 23% Changes stats: +3 Con One-handed war axes. |
Mighty Girdle =res= Mighty Girdle =res=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Poluyarin' =current= hardened leather belt 'Poluyarin' =current=Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes resistances: +9% light / +8% darkness Changes resistances penetration: +25% mind Changes damage: +9% mind Maximum encumbrance: +38 Physical save: +8 (+2 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
monstrous hardened leather belt of resilience =keep= monstrous hardened leather belt of resilience =keep=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +4 Con Physical save: +8 (+2 eff.) Maximum life: +39.00 Size category: +1 A belt that goes around your waist. |
rough leather belt 'Arcstreaker' =disease= rough leather belt 'Arcstreaker' =disease=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 14 Changes resistances: +6% lightning Changes resistances penetration: +10% lightning Changes damage: +18% blight / +21% mind Spell save: +5 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Murkraptor (7 def, 0 armour) =keep= Murkraptor (7 def, 0 armour) =keep=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes stats: +1 Str / +1 Dex / +2 Mag / +2 Cun Physical save: +6 (+1 eff.) Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Glitterfame' (2 def, 0 armour) =old= cashmere cloak 'Glitterfame' (2 def, 0 armour) =old=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Str / +2 Dex / +2 Cun Changes resistances: +3% darkness / +12% temporal Stun/Freeze immunity: +20% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Festerscar the pair of hardened leather boots (0 def, 3 armour) =melee= Festerscar the pair of hardened leather boots (0 def, 3 armour) =melee=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 45% * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 nature Changes stats: +4 Cun / +4 Wil Changes resistances: +6% light Changes damage: +15% nature Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +9 (+3 eff.) Light radius: +3 A pair of boots made of leather. |
Freezepiety the pair of dwarven-steel boots (0 def, 12 armour) =old= Freezepiety the pair of dwarven-steel boots (0 def, 12 armour) =old=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +4 Armour: +12 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +18% cold Changes damage: +6% physical Spellpower: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Voratta (30 def, 3 armour) =keep= Voratta (30 def, 3 armour) =keep=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +30 (+10 eff.) Changes stats: +10 Lck / +6 Dex Changes resistances: +9% fire Reduces incoming crit damage: 15.00% Stealth bonus: +10 Spell save: +18 (+6 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% Life regen: +4.00 Mindpower: +10 (+5 eff.) A pair of boots made of leather. |
invigorating pair of hardened leather boots of tirelessness (0 def, 3 armour) =stam= invigorating pair of hardened leather boots of tirelessness (0 def, 3 armour) =stam=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Stamina each turn: +1.10 Maximum life: +33.00 Maximum stamina: +21.00 Movement speed: +10% A pair of boots made of leather. |
undeterred pair of voratun boots of strife (0 def, 5 armour) =keep= undeterred pair of voratun boots of strife (0 def, 5 armour) =keep=Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Con / +4 Wil Changes resistances penetration: +10% physical Silence immunity: +39% Confusion immunity: +31% Stun/Freeze immunity: +42% Mindpower: +6 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 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 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots of massiveness (0 def, 4 armour) =con= wanderer's pair of dwarven-steel boots of massiveness (0 def, 4 armour) =con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Str / +2 Cun / +10 Con Changes damage: +7% physical Physical save: +17 (+4 eff.) Mental save: +13 (+4 eff.) Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emoda (0 def, 3 armour) =keep= Emoda (0 def, 3 armour) =keep=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 14 Damage (Melee): 19 darkness Changes stats: +6 Cun / +7 Con Changes resistances: +11% darkness / +5% arcane Changes damage: +8% darkness Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Gloves of the Firm Hand (0 def, 8 armour) =res= Gloves of the Firm Hand (0 def, 8 armour) =res=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Umbraspire (0 def, 2 armour) =melees= Umbraspire (0 def, 2 armour) =melees=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce armor by 23% * 20% chance to reduce damage dealt by 16% Damage (Melee): 7 acid Damage when hit (Melee): 2 acid Changes resistances: +7% acid / +3% darkness Changes damage: +5% acid / +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of the iron hand (0 def, 3 armour) brawler's drakeskin leather gloves of the iron hand (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +7 Str / +3 Dex / +4 Wil / +4 Cun / +4 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+1 eff.) Disarm immunity: +32% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's voratun gauntlets of archery (0 def, 3 armour) brawler's voratun gauntlets of archery (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +11 Armour: +3 Fatigue: +5% Changes stats: +3 Str / +7 Dex / +7 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Pitchfiend' (0 def, 10 armour) =keep= dwarven-steel gauntlets 'Pitchfiend' (0 def, 10 armour) =keep=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +10 Fatigue: +3% Damage when hit (Melee): 2 physical Changes resistances penetration: +15% darkness / +10% fire Changes damage: +12% physical Critical mult.: +20.00% Life regen: +6.00 Stamina each turn: +1.00 Maximum stamina: +24.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
radiant voratun gauntlets of sorrow (0 def, 3 armour) radiant voratun gauntlets of sorrow (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 22% chance to reduce all saves and defense by 19 Damage (Melee): 39 darkness / 18 light / 32 mind Changes resistances: +7% light Changes damage: +7% light Mental save: -10 (-3 eff.) Mindpower: +8 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's drakeskin leather gloves of the iron hand (0 def, 19 armour) stone warden's drakeskin leather gloves of the iron hand (0 def, 19 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +19 Armour Hardiness: +10% Changes stats: +3 Str / +3 Wil / +13 Con Changes resistances: +5% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Command (3 def, 6 armour) =keep= Crown of Command (3 def, 6 armour) =keep=Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 51 power out of 60/60) : Effective talent level: 1.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Elolaith the hardened leather cap (20 def, 3 armour) =con, stam= Elolaith the hardened leather cap (20 def, 3 armour) =con, stam=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +3 Defense: +20 (+6 eff.) Fatigue: +3% Changes stats: +10 Con Confusion immunity: +20% Stamina each turn: +3.00 Maximum stamina: +20.00 A cap made of leather. |
Emelylebeth the Darkdeath (7 def, 10 armour) Emelylebeth the Darkdeath (7 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +7 (+2 eff.) Fatigue: +3% Changes stats: +5 Str / +5 Dex / +7 Wil / +4 Con Changes resistances: +5% all Changes damage: +18% acid / +15% darkness Physical save: +8 (+2 eff.) Infravision radius: +3 A cap made of leather. |
Gloomqueller (0 def, 1 armour) =melee= Gloomqueller (0 def, 1 armour) =melee=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 16% * 10% chance to reduce armor by 23% Changes resistances: +6% fire / +6% nature / +6% cold Changes resistances penetration: +5% darkness / +5% nature A cap made of leather. |
Hettuhor (23 def, 0 armour) =keep= Hettuhor (23 def, 0 armour) =keep=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +30 (+8 eff.) Physical crit. chance: +4.0% Defense: +23 (+7 eff.) Changes stats: +7 Wil / +4 Cun / +5 Con Reduces incoming crit damage: 15.00% Equilibrium when hit: +3.00 Psi when hit: +3.00 Hate when hit: +2.80 A pointy cloth hat, very wizardly... |
Un'fezan's Cap (1 def, 0 armour) =set= Un'fezan's Cap (1 def, 0 armour) =set=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+4 eff.) Mindpower: +8 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 13 power out of 15/15) : Effective talent level: 1.0 Power cost: 13 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
dwarven-steel helm 'Khelagar' (0 def, 4 armour) =old= dwarven-steel helm 'Khelagar' (0 def, 4 armour) =old=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to slow global speed by 45% Changes stats: +4 Str / +3 Dex / +4 Cun / +3 Con Changes resistances: +3% temporal / +9% light / +9% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's hardened leather cap of the bounder (0 def, 3 armour) =str= werebeast's hardened leather cap of the bounder (0 def, 3 armour) =str=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +11 Str / +8 Dex / +3 Cun / +6 Con It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.6 Power cost: 17 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 812.0 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
voratun mail armour 'Raganarivor' (16 def, 32 armour) =old= voratun mail armour 'Raganarivor' (16 def, 32 armour) =old=Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +32 Defense: +16 (+5 eff.) Fatigue: +12% Damage (Melee): 20 acid / 15 fire Damage when hit (Melee): 14 acid / 13 fire Changes stats: +5 Cun / +3 Dex Changes resistances: +26% acid / +18% fire Changes damage: +3% temporal Mental save: +20 (+7 eff.) Light radius: +2 Infravision radius: +1 See invisible: +12 A suit of armour made of mail. |
rejuvenating voratun plate armour of delving (0 def, 16 armour) =stam= rejuvenating voratun plate armour of delving (0 def, 16 armour) =stam=Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +10 Str Changes resistances: +15% darkness / +10% physical Life regen: +5.70 Stamina each turn: +1.60 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Fire Dragon Shield (16 def, 9 armour, 58-69 power, 220 block) =old= Fire Dragon Shield (16 def, 9 armour, 58-69 power, 220 block) =old=Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+5 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
swashbuckler's voratun shield of resilience (0 def, 10 armour, 61-73 power, 205.5 block) swashbuckler's voratun shield of resilience (0 def, 10 armour, 61-73 power, 205.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 61.5 - 73.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +205 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +10 Fatigue: +8% Changes stats: +13 Str / +3 Dex Talent granted: +1 Block Maximum life: +54.00 Handheld deflection devices. |
138 alchemist agate 138 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. |
10 onyx 10 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
12 aquamarine 12 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
22 opal 22 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =dig= Tooth of the Mouth (dig speed 12 turns) =dig=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
7 emerald 7 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. |
5 jade 5 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. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
nightwalker's alchemist's lamp =crit= nightwalker's alchemist's lamp =crit=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+2 eff.) Changes stats: +4 Wil Critical mult.: +13.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Bladed Rift =keep?= Bladed Rift =keep?=Powered 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: +10% temporal / +5% physical Spellpower: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 13 power out of 25/25) : Effective talent level: 5.0 Power cost: 13 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 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. |
Crystal Focus =keep= Crystal Focus =keep=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 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. |
Gwai's Burninator =rod= Gwai's Burninator =rod=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 316.00 fire damage (based on Magic) Activation costs 43 power out of 32/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2) =evala-lvl40-guantlet= Rod of Recall (2/2) =evala-lvl40-guantlet=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
Rod of Spydric Poison (1/1) =rod= Rod of Spydric Poison (1/1) =rod=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 252.88 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Lisilethra the steel torque of clear mind [power 2] (22 cooldown) =special= Lisilethra the steel torque of clear mind [power 2] (22 cooldown) =special=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +8 Wil Changes damage: +15% acid / +12% mind Mindpower: +15 (+7 eff.) Mental crit. chance: +5% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
Phlegmrigor the steel torque of gale force [power 160] (13 cooldown) =melee= Phlegmrigor the steel torque of gale force [power 160] (13 cooldown) =melee=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 45% Changes stats: +4 Str Changes resistances: +3% light / +1% physical Only die when reaching: -80.00 life It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 185 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
Chedan the yew totem of thorny skin [power 50] (17 cooldown) =crit= Chedan the yew totem of thorny skin [power 50] (17 cooldown) =crit=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +14 Changes stats: +3 Dex Changes damage: +6% physical Critical mult.: +10.00% Mindpower: +15 (+7 eff.) It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
Radhehor the yew totem of stinging [power 296] (13 cooldown) =rcrit= Radhehor the yew totem of stinging [power 296] (13 cooldown) =rcrit=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +15% acid Changes resistances penetration: +15% acid Reduces incoming crit damage: 15.00% Hate when firing a critical mind attack: +3.00 Maximum hate: +6.00 Light radius: +3 Infravision radius: +2 It can be used to sting an enemy dealing 322 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
14 amethyst 14 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Gunokan the ash wand of conjuration [power 180] (13 cooldown) =stam= Gunokan the ash wand of conjuration [power 180] (13 cooldown) =stam=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +6 Physical crit. chance: +3.0% Defense: +5 (+1 eff.) Changes damage: +3% physical Stamina each turn: +2.00 It can be used to fire a magical bolt dealing 212 acid damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Tarrarodig the elven-wood wand of lightning storm [power 434] (13 cooldown) =current= Tarrarodig the elven-wood wand of lightning storm [power 434] (13 cooldown) =current=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Defense: +25 (+8 eff.) Changes stats: +3 Con Changes resistances: +15% mind Changes resistances penetration: +15% physical Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Healing mod.: +15% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 86 lightning damage and will be dazed for 1 turn (434 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Gain a 22% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 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. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Joel2 the Dwarf Bulwark level 29
15th Gold 123rd year of Ascendancy at 01:58 see stats
By Joel2 the Dwarf Bulwark level 31
28th Stralite 123rd year of Ascendancy at 16:17 see stats
By Joel2 the Dwarf Bulwark level 29
13rd Gold 123rd year of Ascendancy at 08:19 see stats
By Joel2 the Dwarf Bulwark level 39
9th Wealth 123rd year of Ascendancy at 01:47 see stats
By Joel2 the Dwarf Bulwark level 42
1st Loss 123rd year of Ascendancy at 01:03 see stats
By Joel2 the Dwarf Bulwark level 37
5th Wealth 123rd year of Ascendancy at 04:59 see stats
By Joel2 the Dwarf Bulwark level 25
7th Gold 123rd year of Ascendancy at 07:35 see stats
By Joel2 the Dwarf Bulwark level 15
21st Dearth 122nd year of Ascendancy at 03:35 see stats
By Joel2 the Dwarf Bulwark level 35
1st Wealth 123rd year of Ascendancy at 17:39 see stats
By Joel2 the Dwarf Bulwark level 39
12nd Wealth 123rd year of Ascendancy at 15:35 see stats
By Joel2 the Dwarf Bulwark level 21
30th Steel 123rd year of Ascendancy at 01:49 see stats
By Joel2 the Dwarf Bulwark level 32
9th Voratun 123rd year of Ascendancy at 17:40 see stats
By Joel2 the Dwarf Bulwark level 34
37th Profit 123rd year of Ascendancy at 21:53 see stats
By Joel2 the Dwarf Bulwark level 42
7th Loss 123rd year of Ascendancy at 00:27 see stats
By Joel2 the Dwarf Bulwark level 31
28th Stralite 123rd year of Ascendancy at 12:14 see stats
By Joel2 the Dwarf Bulwark level 10
31st Voratun 122nd year of Ascendancy at 04:44 see stats
By Joel2 the Dwarf Bulwark level 20
26th Shortage 122nd year of Ascendancy at 08:10 see stats
By Joel2 the Dwarf Bulwark level 30
21st Gold 123rd year of Ascendancy at 22:25 see stats
By Joel2 the Dwarf Bulwark level 40
26th Wealth 123rd year of Ascendancy at 06:35 see stats
By Joel2 the Dwarf Bulwark level 31
44th Stralite 123rd year of Ascendancy at 10:54 see stats
By Joel2 the Dwarf Bulwark level 18
1st Shortage 122nd year of Ascendancy at 15:47 see stats
By Joel2 the Dwarf Bulwark level 30
24th Gold 123rd year of Ascendancy at 19:14 see stats
By Joel2 the Dwarf Bulwark level 30
23rd Gold 123rd year of Ascendancy at 18:41 see stats
By Joel2 the Dwarf Bulwark level 36
1st Wealth 123rd year of Ascendancy at 22:28 see stats
By Joel2 the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 02:46 see stats
By Joel2 the Dwarf Bulwark level 11
1st Acquisition 122nd year of Ascendancy at 15:51 see stats
By Joel2 the Dwarf Bulwark level 31
28th Stralite 123rd year of Ascendancy at 16:17 see stats
By Joel2 the Dwarf Bulwark level 20
27th Shortage 122nd year of Ascendancy at 21:05 see stats
By Joel2 the Dwarf Bulwark level 15
21st Profit 122nd year of Ascendancy at 20:55 see stats
By Joel2 the Dwarf Bulwark level 40
9th Dearth 123rd year of Ascendancy at 18:48 see stats
By Joel2 the Dwarf Bulwark level 20
27th Shortage 122nd year of Ascendancy at 06:32 see stats
By Joel2 the Dwarf Bulwark level 27
10th Gold 123rd year of Ascendancy at 10:27 see stats
By Joel2 the Dwarf Bulwark level 20
27th Shortage 122nd year of Ascendancy at 22:20 see stats
By Joel2 the Dwarf Bulwark level 23
40th Steel 123rd year of Ascendancy at 15:23 see stats
By Joel2 the Dwarf Bulwark level 28
12nd Gold 123rd year of Ascendancy at 03:58 see stats
Log
Wretchling's morale has been lowered.
Wretchling's morale has been lowered.
Poisoned deep water hits Joel2 for 11 nature damage.
Joel2 activates his Gwai's Burninator!
You collect a new ingredient: vial of greater demon bile (1).
Quasit rushes out!
Quasit misses Joel2.
Poisoned deep water hits Thaurhereg for 6 nature damage.
Joel2 hits Onilug for 228 fire damage.
Joel2 hits Onilug for 316 fire damage.
Joel2 hits Thaurhereg for 316 fire damage.
Joel2 hits Wretchling for 316 fire damage.
Onilug casts Soul Rot.
Onilug's spell attains critical power!
Onilug is surging arcane power.
Joel2 killed Thaurhereg!
Poisoned deep water hits Onilug for 6 nature damage.
Poison from Poisoned deep water hits Onilug for 22 nature damage.
Onilug casts Curse of Defenselessness.
Joel2 is cursed.
Onilug casts Curse of Defenselessness.
Poison from Poisoned deep water hits Onilug for 23 nature damage.
Poison from Poisoned deep water hits Wretchling for 6 nature damage.
Poisoned deep water hits Onilug for 5 nature damage.
Poisoned deep water hits Wretchling for 10 nature damage.
Onilug's Soul Rot hits Joel2 for 357 blight damage.
Burning from Forge-giant hits Joel2 for 62 fire damage.
Poison from Poisoned deep water hits Joel2 for 17 nature damage.
Joel2 the level 43 dwarf bulwark was poxed to death by an onilug on level 3 of Ithilthum, Valley of the Moon.