Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Summoner |
Level / Exp | 46 / 2% |
Size | medium |
Lifes / Deaths | Killed by Isomira the skeleton archer at level 12 on the 3rd Profit 122nd year of Ascendancy at 06:26 3 / 4Killed by Urkis, the High Tempest at level 26 on the 24th Shortage 122nd year of Ascendancy at 14:33 Killed by Urkis, the High Tempest at level 26 on the 24th Shortage 122nd year of Ascendancy at 16:20 Killed by The Master at level 32 on the 20th Iron 123rd year of Ascendancy at 09:50 |
Antimagic | Follower |
Primary Stats
Strength | 47 (base 34) |
Dexterity | 56 (base 41) |
Constitution | 48 (base 14) |
Magic | 32 (base 14) |
Willpower | 109.98029791988 (base 60) |
Cunning | 96.980297919875 (base 66) |
Resources
Life | 2069/2069 |
Equilibrium | 88 |
Psi | 190/190 |
Healing Factor | 1.7878383355187 |
Regeneration | 99.708260242671 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +42.64892493468% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Stealth | 66.575656185213 |
See Invisible | 66.575656185213 |
Offense: Mainhand
Damage | 84 |
Accuracy | 54 |
Crit Chance | 29% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 80 |
Accuracy | 54 |
Crit Chance | 33% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8.6666666666667 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 73 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
Blight | +9% |
Physical | +8% |
Cold | +8% |
All | 0% |
Lightning | +9% |
Light | +6% |
Darkness | +15% |
Fire | +8% |
Nature | +25% |
Offense: Damage Penetration
Darkness | +15% |
Light | +20% |
Nature | +50% |
Blight | +25% |
Physical | +25% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 49.699232954414 (85.404685247777%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 24 |
Physical Save | 65 |
Spell Save | 68 |
Mental Save | 79 |
Defense: Resistances
Acid | + 14%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 38%( 70%) |
All | + 14%( 70%) |
Darkness | + 19%( 70%) |
Light | + 30%( 70%) |
Temporal | + 35%( 70%) |
Physical | + 30%( 70%) |
Lightning | + 25%( 70%) |
Fire | + 44%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Teleport Resistance | 20% |
Confusion Resistance | 20% |
Pinning Resistance | 69% |
Disarm Resistance | 48% |
Instadeath Resistance | 100% |
Knockback Resistance | 48% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 939% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 458 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 284 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.40 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Wild-gift / Summoning (advanced) | 1.40 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Wild-gift / Summoning (distance) | 1.40 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Wild-gift / Summoning (augmentation) | 1.40 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Wild-gift / Summoning (utility) | 1.40 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Master Summoner |
talent | Through The Crowd |
talent | Skate |
talent | Elemental Harmony |
talent | Psiblades |
talent | Antimagic Shield |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
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 grave | active |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
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 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved mental save by +12. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved mental save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by ghast. Escort: repented thief (level 7 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Adyyatta the orc master assassin. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 297. | 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. You have been shown a secret entrance to his stronghold. * 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 |
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 the savior without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Barafang the Shockonslaught (0 def, 4 armour) Barafang the Shockonslaught (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce armor by 14% Damage when hit (Melee): 2 acid Changes stats: +4 Cun / +4 Con Changes resistances: +12% lightning / +6% nature Changes resistances penetration: +25% blight / +25% nature Changes damage: +9% lightning Physical save: +18 (+5 eff.) Mental save: +19 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | preserving alchemist's lamp of the zealot preserving alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +8% blight / +3% all Spell save: +11 (+2 eff.) Life regen: +6.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)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 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 50 power out of 60/60) : Effective talent level: 2.5 Power cost: 50 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 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 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. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+3 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 173.00 arcane damage and stunned) Activation costs 83 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | Branyromihir the elven-wood totem of healing [power 404] (13 cooldown) Branyromihir the elven-wood totem of healing [power 404] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +20 (+8 eff.) Damage when hit (Melee): 10 physical Changes stats: +6 Con Changes resistances penetration: +10% mind / +25% physical Pinning immunity: +20% Life regen: +4.00 Maximum stamina: +30.00 It can be used to heal yourself and all friendly characters within 10 spaces for 404 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Lisyna LisynaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Changes resistances: +5% arcane / +9% nature Disarm immunity: +28% Confusion immunity: +20% Pinning immunity: +29% Knockback immunity: +38% Teleport immunity: +20% Maximum life: +34.00 Healing mod.: +20% Rings make your fingers look great! |
On fingers | Splendourweeper SplendourweeperInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +4 Cun / +5 Wil Changes resistances penetration: +20% light Changes damage: +6% light Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +22% Life regen: +6.00 Maximum life: +83.00 Mindpower: +9 (+2 eff.) Healing mod.: +12% Rings make your fingers look great! |
Around neck | voratun amulet 'Deepspierce' voratun amulet 'Deepspierce'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -5% Changes stats: +9 Str / +17 Dex / +7 Wil / +8 Cun / +14 Con Changes resistances: +5% arcane / +9% temporal Changes resistances penetration: +15% darkness Changes damage: +15% darkness Physical save: +14 (+4 eff.) Life regen: +10.00 Stamina each turn: +1.20 Maximum life: +80.00 Movement speed: +10% Amulets make your neck look great! |
In main hand | Great Caller (100% power, 28 apr, nature damage) Great Caller (100% power, 28 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 50% Wil, 83% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +28 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +20 (+5 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. This item has been sent to the Item's Vault. |
Around waist | hardened leather belt 'Bethethra' hardened leather belt 'Bethethra'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +30 (+8 eff.) Changes resistances: +2% physical / +15% temporal / +11% fire / +5% arcane / +28% cold Changes damage: +9% blight A belt that goes around your waist. |
In off hand | Bloomsoul (94% power, 20 apr, nature damage) Bloomsoul (94% power, 20 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 83% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +13 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 34 power out of 40/40) : Effective talent level: 2.5 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 62 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. This item has been sent to the Item's Vault. |
Cloak | Ce'Nobretira the cashmere cloak (12 def, 6 armour) Ce'Nobretira the cashmere cloak (12 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Changes resistances: +8% physical Physical save: +18 (+5 eff.) Spell save: +16 (+4 eff.) Mental save: +17 (+4 eff.) Disease immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% Life regen: +4.00 Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dwarven-steel plate armour 'Ragarandur' (30 def, 11 armour) dwarven-steel plate armour 'Ragarandur' (30 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +30 (+8 eff.) Fatigue: +22% Changes resistances: +24% fire / +18% light / +6% darkness Mental save: +6 (+2 eff.) Disease immunity: +20% Life regen: +4.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
Inventory
healing infusion of the sneak (heal 234; cd 14) healing infusion of the sneak (heal 234; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 234 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 473; 14 cd) regeneration infusion of the sneak (heal 473; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 473 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 321; 17 cd) regeneration infusion of the warrior (heal 321; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 321 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 134; cd 13) shatter afflictions rune of the psychic (absorb 134; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 134 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 Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Abyssslicer the copper amulet Abyssslicer the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 40 Damage when hit (Melee): 10 fire Changes stats: +3 Wil Changes resistances: +6% darkness / +9% fire Amulets make your neck look great! |
Chamaneg ChamanegInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 14% Changes resistances: +16% darkness / +9% mind / +21% light Blindness immunity: +52% Cut immunity: +20% Maximum vim: +40.00 Amulets make your neck look great! |
Eremanarikalthogorn the Deepsserpent Eremanarikalthogorn the DeepsserpentInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +8 Dex Changes resistances: +9% darkness / +12% temporal Changes resistances penetration: +10% temporal Changes damage: +18% cold / +12% arcane / +9% darkness 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. |
Dazzleking DazzlekingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +16 Str Changes resistances: +5% arcane / +9% darkness Changes resistances penetration: +15% light Changes damage: +9% light Reduces incoming crit damage: 15.00% Infravision radius: +3 Rings make your fingers look great! |
Meldir MeldirPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Changes stats: +8 Mag / +8 Wil Changes resistances: +6% darkness / +13% blight / +9% mind / +13% nature / +5% arcane Changes resistances penetration: +15% arcane Poison immunity: +30% Disease immunity: +24% Stun/Freeze immunity: +39% Life regen: +7.00 Spellpower: +15 (+2 eff.) Rings make your fingers look great! |
Strikewrack StrikewrackInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Changes stats: +6 Str / +6 Con Changes resistances: +16% mind / +12% darkness Changes damage: +16% mind / +21% lightning Maximum stamina: +30.00 Rings make your fingers look great! |
marksman's copper ring of lightning (+24%) marksman's copper ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +24% lightning Changes damage: +12% lightning Rings make your fingers look great! |
sneakthief's stralite ring sneakthief's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+5 eff.) Changes stats: +9 Cun / +6 Dex Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. voratun ring 'Growsage'voratun ring 'Growsage' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 arcane Changes resistances: +15% nature / +5% arcane Changes resistances penetration: +20% cold / +25% arcane / +20% nature Changes damage: +9% arcane / +18% nature Mental save: +15 (+3 eff.) Confusion immunity: +50% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. truestriking voratun battleaxe of rage (168% power, 4 apr)truestriking voratun battleaxe of rage (168% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +69 (+25 eff.) Armour penetration: +19 Changes stats: +16 Str Changes resistances penetration: +12% physical Changes damage: +17% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Mandible of Ungolmor (150% power, 12 apr)Mandible of Ungolmor (150% power, 12 apr) Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 35% Dex, 30% Cun, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level. Forestbearer the stralite greatmaul (169% power, 3 apr)Forestbearer the stralite greatmaul (169% power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +16.0% Physical power: +19 (+7 eff.) Armour: +8 Defense: +31 (+8 eff.) Effects on melee hit: * 20% chance to slow global speed by 69% Changes stats: +5 Cun / +8 Str Changes resistances: +5% physical / +15% fire Life regen: +4.18 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Poryyabeth the stralite greatmaul (167% power, 3 apr)Poryyabeth the stralite greatmaul (167% power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 167% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +103 fire When wielded/worn: Defense: +15 (+4 eff.) Effects on melee hit: * 21 arcane resource burn Changes resistances: +15% blight / +12% cold Changes resistances penetration: +30% fire Changes damage: +18% mind Spell save: +19 (+4 eff.) Silence immunity: +21% Confusion immunity: +21% Global speed: +13% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Tempestsage (192% power, 4 apr)Tempestsage (192% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 193% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 acid Damage (radius 1) on hit: +12 mind Damage (radius 2) on crit: +21 mind / +21 acid When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 40 Damage when hit (Melee): 6 lightning Changes resistances: +9% lightning Changes resistances penetration: +15% acid / +26% temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of amnesia (146% power, 2 apr)dwarven-steel greatsword of amnesia (146% power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Dagegund the BoltpunishDagegund the Boltpunish Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Attack speed: 100% Firing range: +10 Travel speed: +209% Damage (radius 2) on crit: +20 physical When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Effects on ranged hit: * 20% chance to slow global speed by 69% Changes stats: +23 Con / +23 Wil Changes resistances: +9% lightning / +3% physical / +12% cold Maximum life: +165.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. elven-wood longbow of recursionelven-wood longbow of recursion Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. arcing stralite mace of torment (145% power, 5 apr)arcing stralite mace of torment (145% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 146% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
Radhaneg the thorny mindstar (97% power, 24 apr, nature damage) Radhaneg the thorny mindstar (97% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +3 Cun / +2 Wil Changes resistances: +5% arcane / +4% physical Changes resistances penetration: +4% physical Changes damage: +3% acid / +4% physical Talent granted: +1 Attune Mindstar Mindpower: +11 (+3 eff.) Mental crit. chance: +3% Healing mod.: +18% Heals friendly targets nearby when you use a nature summon: +25 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Serpentworm' (112% power, 40 apr, nature damage) living mindstar 'Serpentworm' (112% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 arcane When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 69% Damage (Melee): 20 physical / 14 mind / 14 darkness Damage when hit (Melee): 8 mind Changes resistances: +16% physical / +6% mind / +5% arcane Changes resistances penetration: +5% nature / +20% physical Changes damage: +13% physical / +5% mind / +6% darkness Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +4.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Earondur' (96% power, 24 apr, nature damage) thorny mindstar 'Earondur' (96% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Deals 118 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Damage Shield penetration (this weapon only): +20% When wielded/worn: Armour penetration: +2 Changes stats: +2 Str / +1 Wil / +3 Cun Changes resistances: +5% physical Changes resistances penetration: +14% physical Changes damage: +4% physical Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +26.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. ash vilestaff of wizardry (111% power, 3 apr, darkness element)ash vilestaff of wizardry (111% power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag / +2 Wil Changes damage: +15% darkness Talent granted: +1 Command Staff Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood magestaff of protection (129% power, 5 apr, cold element)cruel elven-wood magestaff of protection (129% power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% cold Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magewarrior's short elven-wood magestaff of greater warding (129% power, 5 apr, arcane element)magewarrior's short elven-wood magestaff of greater warding (129% power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +8.0% Physical power: +10 (+4 eff.) Armour: +11 Defense: +10 (+3 eff.) Maximum wards: +3 arcane Changes damage: +25% arcane Talents granted: +3 Ward +1 Command Staff Spellpower: +20 (+3 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
Chaledan ChaledanInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 6 acid Changes stats: +3 Str / +1 Con Changes resistances penetration: +5% blight / +10% physical Life regen: +0.90 Healing mod.: +12% A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Swamppiercer SwamppiercerPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Armour: +15 Defense: +15 (+4 eff.) Changes stats: +2 Mag / +6 Wil / +2 Con Changes resistances: +9% cold / +14% light / +15% darkness Changes damage: +15% nature Critical mult.: +12.00% Physical save: +25 (+7 eff.) A belt that goes around your waist. |
blurring rough leather belt blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Stealth bonus: +6 A belt that goes around your waist. |
rough leather belt 'Vorekira' rough leather belt 'Vorekira'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Changes stats: +3 Dex Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Searcutter (18 def, 0 armour) Searcutter (18 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Defense: +18 (+5 eff.) Fatigue: -6% Damage when hit (Melee): 10 fire Changes stats: +5 Mag / +5 Wil Changes resistances: +5% arcane / +6% blight Changes resistances penetration: +10% blight Changes damage: +6% fire Physical save: +12 (+3 eff.) Spell 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. |
cashmere cloak 'Artheleg' (22 def, 2 armour) cashmere cloak 'Artheleg' (22 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +2 Defense: +22 (+6 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +3% lightning Poison immunity: +20% Stun/Freeze immunity: +20% Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Crackleraider' (3 def, 13 armour) elven-silk cloak 'Crackleraider' (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +9 Armour: +13 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +5 Dex / +1 Wil / +3 Cun Changes resistances: +25% cold Changes resistances penetration: +15% lightning Changes damage: +12% arcane Physical save: +15 (+4 eff.) Mental save: +12 (+3 eff.) Mana when firing critical spell: +2.00 Only die when reaching: -50.00 life Maximum mana: +80.00 Spell crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe 'Dagahek' (0 def, 0 armour) elven-silk robe 'Dagahek' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% lightning / +15% temporal / +10% darkness / +9% cold / +11% blight / +10% fire / +10% light / +15% all Changes resistances penetration: +25% temporal Physical save: +17 (+5 eff.) Spell save: +48 (+12 eff.) Mental save: +17 (+4 eff.) Mana each turn: +0.28 Maximum mana: +61.00 Spellpower: +32 (+5 eff.) Spell crit. chance: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. fearwoven elven-silk robe of alchemy (0 def, 0 armour)fearwoven elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +17% acid / +17% physical / +14% fire / +17% cold / +15% all Changes resistances penetration: +13% darkness / +9% physical Changes damage: +18% acid / +38% physical / +19% darkness / +15% cold / +17% fire Talent cooldown: Refit Golem (-4 turns) Maximum hate: +9.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nibers (0 def, 4 armour) Nibers (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +30 (+10 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +5 Con Changes damage: +3% mind Physical save: +16 (+4 eff.) Mental save: +14 (+3 eff.) Mental crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tulorig (0 def, 12 armour) Tulorig (0 def, 12 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Damage when hit (Melee): 4 blight Changes stats: +6 Cun / +8 Wil Changes resistances: +24% darkness / +29% temporal Changes resistances penetration: +5% blight / +20% temporal / +17% darkness Changes damage: +6% arcane Critical mult.: +10.00% Physical save: +13 (+4 eff.) Spell save: +11 (+2 eff.) Mental save: +14 (+3 eff.) Spell crit. chance: +1% Infravision radius: +3 Damage Shield penetration: +30% Defense after a teleport: +23 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
Elimina (10 def, 2 armour) Elimina (10 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Damage (Melee): 8 cold Changes resistances: +6% lightning / +7% cold / +5% arcane / +12% blight Changes damage: +5% cold Life regen: +2.00 Only die when reaching: -40.00 life When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +6 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Prismhue (0 def, 5 armour) Prismhue (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Damage when hit (Melee): 2 mind Changes stats: +3 Str Changes resistances: +5% arcane Changes resistances penetration: +10% light Only die when reaching: -60.00 life Light radius: +3 When used to modify unarmed attacks: Power: 100% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Godarin' (0 def, 2 armour) dwarven-steel gauntlets 'Godarin' (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes resistances: +6% blight / +9% cold / +5% arcane / +12% light Pinning immunity: +20% Teleport immunity: +20% Life regen: +4.00 Stamina each turn: +0.80 Maximum stamina: +19.00 When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. restful voratun gauntlets of magic (+5) (0 def, 3 armour)restful voratun gauntlets of magic (+5) (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% Changes stats: +5 Mag Changes damage: +5% arcane Life regen: +7.00 Stamina each turn: +1.60 Maximum stamina: +29.00 When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 5). Damage (Melee): +12 arcane Damage (radius 2) on crit: +11 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. stabilizing drakeskin leather cap of absorption (0 def, 5 armour)stabilizing drakeskin leather cap of absorption (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +23 (+6 eff.) Stamina when hit: +1.20 Equilibrium when hit: +2.70 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. thaloren voratun helm of blood magic (0 def, 5 armour)thaloren voratun helm of blood magic (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Mag / +13 Wil Changes resistances: +11% blight Changes damage: +14% blight / +18% arcane Mental save: +10 (+2 eff.) Spell crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. voratun helm 'Bethuyalaith' (10 def, 11 armour)voratun helm 'Bethuyalaith' (10 def, 11 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +10 (+3 eff.) Fatigue: +5% Changes stats: +5 Str Changes resistances: +22% mind / +21% fire Changes resistances penetration: +15% acid Critical mult.: +20.88% Reduces incoming crit damage: 15.00% Mental save: +26 (+6 eff.) Confusion immunity: +50% Psi when hit: +0.20 Maximum hate: +6.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Eilinutta the voratun mail armour (36 def, 10 armour)Eilinutta the voratun mail armour (36 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +36 (+9 eff.) Fatigue: +12% Changes resistances: +30% acid / +21% light / +9% lightning Mental save: +9 (+2 eff.) Poison immunity: +20% Cut immunity: +21% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened iron mail armour of command (9 def, 14 armour)hardened iron mail armour of command (9 def, 14 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +14 Defense: +9 (+2 eff.) Fatigue: +12% Changes stats: +2 Cun Changes resistances: +6% acid / +7% physical / +7% cold / +6% lightning / +6% fire Mental save: +12 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Ereluruimnir (20 def, 8 armour)Ereluruimnir (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +18% nature / +10% physical Physical save: +34 (+9 eff.) Mental save: +6 (+2 eff.) Poison immunity: +20% Disease immunity: +20% Silence immunity: +21% Pinning immunity: +21% Teleport immunity: +21% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant voratun plate armour of Eyal (0 def, 16 armour)radiant voratun plate armour of Eyal (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +4 Wil Changes resistances: +20% blight / +29% darkness Life regen: +7.00 Maximum life: +43.00 Light radius: +2 Healing mod.: +16% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Duridulin the Cloudnail (0 def, 8 armour, 159% power, 187.26122603564 block)Duridulin the Cloudnail (0 def, 8 armour, 159% power, 187.26122603564 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +187 On weapon hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +21 acid When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +27% acid / +21% cold / +9% mind / +24% lightning Talent granted: +1 Block Silence immunity: +21% Handheld deflection devices. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
618 alchemist agate 618 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
6 sapphire 6 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 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 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. |
Guldil the Rainmight (dig speed 28 turns) Guldil the Rainmight (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% mind Changes damage: +3% mind / +6% cold Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level. dwarven voratun pickaxe (dig speed 18 turns)dwarven voratun pickaxe (dig speed 18 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Physical save: +8 (+2 eff.) Spell save: +13 (+3 eff.) Mental save: +11 (+3 eff.) Maximum life: +87.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 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 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
63 alchemist bloodstone 63 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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 168 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Demonbreak the elm totem of healing [power 116] (13 cooldown) Demonbreak the elm totem of healing [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 32% Changes resistances: +5% arcane Disarm immunity: +20% Life regen: +2.00 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Persistent Will Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+3 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 21 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
ash totem of healing 'Xawen' [power 170] (13 cooldown) ash totem of healing 'Xawen' [power 170] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6% mind / +6% acid Maximum life: +60.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 1. * Increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 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. |
5 amber 5 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. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 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. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Su002 the Dwarf Summoner level 33
23rd Iron 123rd year of Ascendancy at 13:23 see stats
By Su002 the Dwarf Summoner level 33
21st Iron 123rd year of Ascendancy at 20:39 see stats
By Su002 the Dwarf Summoner level 20
43rd Profit 122nd year of Ascendancy at 01:11 see stats
By Su002 the Dwarf Summoner level 39
29th Steel 123rd year of Ascendancy at 13:04 see stats
By Su002 the Dwarf Summoner level 44
6th Wealth 123rd year of Ascendancy at 09:38 see stats
By Su002 the Dwarf Summoner level 37
23rd Steel 123rd year of Ascendancy at 13:55 see stats
By Su002 the Dwarf Summoner level 21
11st Wealth 122nd year of Ascendancy at 11:15 see stats
By Su002 the Dwarf Summoner level 35
8th Steel 123rd year of Ascendancy at 07:24 see stats
By Su002 the Dwarf Summoner level 33
21st Iron 123rd year of Ascendancy at 19:31 see stats
By Su002 the Dwarf Summoner level 23
20th Wealth 122nd year of Ascendancy at 16:14 see stats
By Su002 the Dwarf Summoner level 27
30th Shortage 122nd year of Ascendancy at 19:20 see stats
By Su002 the Dwarf Summoner level 42
26th Gold 123rd year of Ascendancy at 05:28 see stats
By Su002 the Dwarf Summoner level 10
2nd Acquisition 122nd year of Ascendancy at 08:08 see stats
By Su002 the Dwarf Summoner level 20
34th Profit 122nd year of Ascendancy at 14:18 see stats
By Su002 the Dwarf Summoner level 30
13rd Iron 123rd year of Ascendancy at 16:24 see stats
By Su002 the Dwarf Summoner level 40
34th Steel 123rd year of Ascendancy at 10:37 see stats
By Su002 the Dwarf Summoner level 26
42nd Dearth 122nd year of Ascendancy at 15:43 see stats
By Su002 the Dwarf Summoner level 28
7th Iron 123rd year of Ascendancy at 15:41 see stats
By Su002 the Dwarf Summoner level 36
8th Steel 123rd year of Ascendancy at 10:43 see stats
By Su002 the Dwarf Summoner level 6
18th Voratun 122nd year of Ascendancy at 23:19 see stats
By Su002 the Dwarf Summoner level 9
30th Voratun 122nd year of Ascendancy at 14:18 see stats
By Su002 the Dwarf Summoner level 22
13rd Wealth 122nd year of Ascendancy at 05:13 see stats
By Su002 the Dwarf Summoner level 41
10th Gold 123rd year of Ascendancy at 23:15 see stats
By Su002 the Dwarf Summoner level 24
22nd Wealth 122nd year of Ascendancy at 21:48 see stats
By Su002 the Dwarf Summoner level 18
28th Profit 122nd year of Ascendancy at 02:14 see stats
By Su002 the Dwarf Summoner level 32
20th Iron 123rd year of Ascendancy at 14:14 see stats
Log
Talent Hydra is ready to use.
Glunn the orc cryomancer's ice storm area effect hits Fire drake hatchling for 91 cold damage.
Glunn the orc cryomancer's ice storm area effect hits Fire drake (wild summon) for 91 cold damage.
Talent Fire Drake is ready to use.
Talent Antimagic Shield is ready to use.
You fail to use Antimagic Shield due to your equilibrium!
Su002 activates Antimagic Shield.
Su002 is no longer attuned.
Your summoned fire drake hatchling disappears.
Your summoned fire drake hatchling disappears.
Your summoned fire drake hatchling disappears.
Your summoned fire drake (wild summon) disappears.
Resting starts...
Rested for 73 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.95 gold pieces.
Ran for 4 turns (stop reason: something interesting).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Su002 picks up (w.): Tempestsage (192% power, 4 apr).
Ran for 23 turns (stop reason: something interesting).