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 | Krog |
Class | Rogue |
Level / Exp | 40 / 30% |
Size | gargantuan |
Lifes / Deaths | Killed by poison gas trap at level 16 on the 29th Dusk 122nd year of Ascendancy at 11:04 0 / 7Killed by Ro001's temporal clone at level 19 on the 37th Dusk 122nd year of Ascendancy at 13:57 Killed by Ce'Nudarin the chitinous spider at level 20 on the 39th Dusk 122nd year of Ascendancy at 05:01 Killed by Subject Z at level 22 on the 62nd Dusk 122nd year of Ascendancy at 19:07 Killed by Emelada the xorn at level 23 on the 67th Dusk 122nd year of Ascendancy at 23:34 Killed by Veleseth the orc berserker at level 40 on the 7th Pyre 123rd year of Ascendancy at 05:20 Killed by Layulle the orc cryomancer at level 40 on the 7th Pyre 123rd year of Ascendancy at 08:51 |
Antimagic | Follower |
Primary Stats
Strength | 126 (base 58) |
Dexterity | 63 (base 44) |
Constitution | 40 (base 10) |
Magic | 8 (base 10) |
Willpower | 19 (base 10) |
Cunning | 91 (base 60) |
Resources
Life | 1210/1210 |
Stamina | 240/240 |
Equilibrium | 0 |
Healing Factor | 2.0622297605397 |
Regeneration | 39.697922890389 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -54.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 47.919055055448 |
See Invisible | 47.919055055448 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 157 |
Accuracy | 70 |
Crit Chance | 50% |
APR | 41 |
Speed | 1.00 |
Offense: Offhand
Damage | 130 |
Accuracy | 70 |
Crit Chance | 50% |
APR | 41 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Acid | +26% |
Nature | +7% |
Blight | +3% |
Physical | +42% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +43% |
Acid | +42% |
Cold | +23% |
Blight | +32% |
Physical | +56% |
Mind | +17% |
All | +12% |
Defense: Base
Armour (hardiness) | 18 (38.594633868923%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 22 |
Mental Save | 40 |
Defense: Resistances
Acid | + 66%( 70%) |
Blight | + 55%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 33%( 70%) |
All | + 28%( 70%) |
Lightning | + 37%( 70%) |
Light | + 32%( 70%) |
Temporal | + 39%( 70%) |
Physical | + 34%( 70%) |
Mind | + 40%( 70%) |
Fire | + 33%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 47% |
Stun Resistance | 45% |
Disarm Resistance | 98% |
Poison Resistance | 32% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 764% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 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: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Increases defense by 14. Mobile Defense |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
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 lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by armoured skeleton warrior. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 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 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Xuta the pair of dwarven-steel boots (0 def, 9 armour) Xuta the pair of dwarven-steel boots (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +9 Fatigue: +3% Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Str / +6 Con Changes resistances: +6% acid / +6% temporal / +6% light / +6% blight Changes resistances penetration: +10% physical Changes damage: +7% physical Infravision radius: +2 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. |
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: +3 Con Changes resistances: +8% blight / +3% all Spell save: +8 (+4 eff.) Life regen: +4.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Bregyndil (0 def, 5 armour) Bregyndil (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 8 mind Changes stats: +6 Str Changes resistances: +11% nature / +17% mind Changes resistances penetration: +20% blight / +5% mind Changes damage: +3% blight Spell save: +7 (+4 eff.) Mental save: +22 (+7 eff.) Confusion immunity: +47% Maximum life: +97.00 Healing mod.: +14% A cap made of leather. |
On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 14 power out of 14/24) : Effective talent level: 4.0 Power cost: 14 out of 14/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | steel torque of clear mind 'Emelytta' [power 2] (21 cooldown) steel torque of clear mind 'Emelytta' [power 2] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% lightning Blindness immunity: +20% Silence immunity: +20% Spellpower on spell critical (stacks up to 3 times): +6 Healing mod.: +20% 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 21 turns. When used: * Heal for 52. Torques are made by powerful psionics to store psionic powers. |
On fingers | Eilinoldann the steel ring Eilinoldann the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% nature Changes resistances penetration: +5% acid Changes damage: +6% acid Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +25% Life regen: +3.00 Healing mod.: +15% Rings make your fingers look great! |
On fingers | gold ring 'Boltpanic' gold ring 'Boltpanic'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Changes stats: +2 Dex / +3 Con Changes resistances: +28% acid Changes resistances penetration: +10% lightning / +15% physical Changes damage: +14% acid / +15% physical Stamina each turn: +3.00 Rings make your fingers look great! |
Around neck | Chillstinger ChillstingerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Fatigue: -6% Changes stats: +6 Dex / +3 Cun / +6 Con Changes damage: +6% cold / +12% physical Physical save: +9 (+3 eff.) Life regen: +3.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
In main hand | Scorpiongrind (138% power, 5 apr) Scorpiongrind (138% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x 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 (Melee): +16 temporal Damage (radius 2) on crit: +30 lightning / +30 cold When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +13 Defense: +13 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 50% Changes resistances: +9% temporal Changes resistances penetration: +21% lightning / +11% cold / +8% physical Disarm immunity: +38% Movement speed: +27% One-handed war axes. |
Around waist | noble's hardened leather belt of burglary noble's hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Wil / +8 Cun / +7 Lck Damage against: +26% Summoned Reduced damage from: +24% Summoned Trap disarming bonus: +11 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
In off hand | warbringer's stralite waraxe of shearing (135% power, 5 apr) warbringer's stralite waraxe of shearing (135% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 135% Range: 1.4x 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% When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +12 Physical power: +6 (+1 eff.) Changes stats: +4 Con Changes resistances penetration: +12% all / +11% physical Disarm immunity: +20% One-handed war axes. |
Cloak | Noonvenom (2 def, 0 armour) Noonvenom (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 light Changes stats: +2 Cun / +3 Dex Changes resistances: +19% acid / +7% cold / +14% blight / +7% fire / +13% nature / +7% lightning Changes resistances penetration: +25% acid Changes damage: +6% acid Life regen: +6.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | verdant elven-silk robe of life (0 def, 0 armour) verdant elven-silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +9% blight / +15% all Changes damage: +7% nature Poison immunity: +32% Disease immunity: +26% Life regen: +3.00 Maximum life: +69.00 Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the warrior (heal 307; cd 14) healing infusion of the warrior (heal 307; 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 307 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the warrior (heal 302; cd 12) healing infusion of the warrior (heal 302; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 302 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the warrior (heal 304; cd 13) healing infusion of the warrior (heal 304; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 304 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 847%; cd 13) movement infusion of the warrior (speed 847%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 847% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 196; 15 cd) regeneration infusion of the titan (heal 196; 15 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 31%; magical; dur 2; cd 10) wild infusion of the duelist (res 31%; magical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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! |
Frigidvault FrigidvaultInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind / 2 cold Changes stats: +3 Cun Changes resistances: +3% mind Changes resistances penetration: +5% cold Changes damage: +9% cold Amulets make your neck look great! |
Lisuwyn the steel amulet Lisuwyn the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +4 Con Changes resistances: +2% physical / +10% light / +10% darkness Talent masteries: +0.11 Cunning / Stealth +0.11 Technique / Mobility Blindness immunity: +24% Maximum life: +20.00 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! |
Cyrynne CyrynneInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances: +24% nature Changes damage: +12% nature / +3% acid Reduces incoming crit damage: 15.00% Light radius: +3 Infravision radius: +1 See invisible: +6 Rings make your fingers look great! |
Nadil the Hazemire Nadil the HazemireCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +3 Dex Changes resistances: +3% lightning Changes resistances penetration: +5% cold Mental save: +9 (+3 eff.) Pinning immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Unrygoneg the stralite ring Unrygoneg the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Cun / +5 Con Reduces incoming crit damage: 15.00% Spell save: +18 (+9 eff.) Blindness immunity: +20% Only die when reaching: -60.00 life Maximum stamina: +34.00 Light radius: +2 Infravision radius: +3 Rings make your fingers look great! |
Zeregathel the gold ring Zeregathel the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str / +2 Cun / +3 Con Changes resistances: +12% acid / +3% temporal / +3% lightning See invisible: +6 Rings make your fingers look great! |
mule's copper ring of frost (+22%) mule's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% cold Changes damage: +11% cold Maximum encumbrance: +21 Rings make your fingers look great! |
titan's copper ring of fire (+20%) titan's copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% fire Changes damage: +10% fire Physical save: +6 (+2 eff.) Rings make your fingers look great! |
treant's steel ring of misery treant's steel ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 24 Damage (Melee): 16 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 24 Damage (Ranged): 7 physical Changes stats: +3 Cun Changes resistances: +5% nature / +7% blight Poison immunity: +15% Disease immunity: +12% Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
dwarven-steel longsword 'Glacierusher' (139% power, 4 apr) dwarven-steel longsword 'Glacierusher' (139% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 9% When wielded/worn: Changes stats: +3 Dex / +1 Mag / +5 Wil Changes damage: +3% cold Light radius: +1 Sharp, long, and deadly. |
warbringer's stralite longsword of crippling (141% power, 5 apr) warbringer's stralite longsword of crippling (141% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x 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% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +9% physical Disarm immunity: +14% Sharp, long, and deadly. |
enhanced dwarven-steel mace of evisceration (134% power, 4 apr) enhanced dwarven-steel mace of evisceration (134% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes stats: +6 Str / +7 Dex / +3 Mag / +5 Wil / +7 Cun / +5 Con Blunt and deadly. |
steel mace 'Aerothra' (109% power, 3 apr) steel mace 'Aerothra' (109% power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (radius 2) on crit: +5 acid / +10 nature When wielded/worn: Armour penetration: +7 Physical power: +6 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Str / +6 Dex / +4 Mag / +4 Wil / +4 Cun / +7 Con Changes resistances: +12% temporal Changes resistances penetration: +8% acid / +6% physical / +8% nature Disarm immunity: +13% Blunt and deadly. |
Aerelle the stralite waraxe (154% power, 5 apr) Aerelle the stralite waraxe (154% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 154% Range: 1.4x 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% On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 blight Damage (radius 1) on hit: +8 mind When wielded/worn: Physical crit. chance: +11.0% Physical power: +10 (+2 eff.) Changes resistances: +3% blight Disease immunity: +10% Cut immunity: +20% One-handed war axes. |
Chargesun the dwarven-steel waraxe (120% power, 4 apr) Chargesun the dwarven-steel waraxe (120% power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +12% lightning Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +12% acid One-handed war axes. |
Chimas (154% power, 5 apr) Chimas (154% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 155% Range: 1.4x 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% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +9% temporal Changes damage: +12% temporal Disarm immunity: +36% One-handed war axes. |
Gilisaregohell the dwarven-steel waraxe (123% power, 4 apr) Gilisaregohell the dwarven-steel waraxe (123% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 acid Damage (radius 1) on hit: +8 acid Damage (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Changes stats: +1 Dex Changes resistances: +6% light Life regen: +4.00 Combat speed: +10% One-handed war axes. |
Gloomripper the stralite waraxe (157% power, 5 apr) Gloomripper the stralite waraxe (157% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 157% Range: 1.4x 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% On weapon hit: * 20% chance to reduce armor by 9% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +20 acid / +8 darkness When wielded/worn: Accuracy: +17 (+5 eff.) Damage when hit (Melee): 8 acid Changes stats: +8 Str Changes damage: +6% acid / +10% physical One-handed war axes. |
Ivildamira the Brightvice (138% power, 5 apr) Ivildamira the Brightvice (138% power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x 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% On weapon hit: * 20% chance to slow global speed by 50% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +20 fire / +12 cold Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +12 nature When wielded/worn: Changes resistances: +9% fire Changes damage: +9% cold / +24% fire One-handed war axes. |
dwarven-steel waraxe 'Belewyn' (124% power, 4 apr) dwarven-steel waraxe 'Belewyn' (124% power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 11% chance to slow global speed by 50% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +4 Str Changes resistances: +6% acid / +3% fire / +6% nature One-handed war axes. |
dwarven-steel waraxe 'Nimbusraider' (119% power, 4 apr) dwarven-steel waraxe 'Nimbusraider' (119% power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 4 lightning Changes stats: +8 Con / +10 Wil Changes resistances: +5% physical Only die when reaching: -40.00 life Maximum life: +29.00 One-handed war axes. |
voratun waraxe 'Isleda' (150% power, 6 apr) voratun waraxe 'Isleda' (150% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 light Damage against: +16% Undead When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +10 Physical crit. chance: +9.0% Changes resistances: +3% blight Changes resistances penetration: +13% all Changes damage: +12% blight Critical mult.: +5.00% Mental save: +3 (+1 eff.) Maximum hate: +4.00 One-handed war axes. |
grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal A belt that goes around your waist. |
rough leather belt 'Gloomzeal' rough leather belt 'Gloomzeal'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +3% light / +3% nature Changes damage: +6% darkness Damage against: +18% Summoned Reduced damage from: +18% Summoned Cut immunity: +10% A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+3 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 17 power out of 20/20) : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Gloryssra the Cracklelash (1 def, 5 armour) Gloryssra the Cracklelash (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +4 Con Changes resistances: +13% cold Changes damage: +12% lightning Spell save: +3 (+2 eff.) Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isebrema the Taintwither (1 def, 0 armour) Isebrema the Taintwither (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Str / +2 Con Changes damage: +3% nature Mental save: +9 (+3 eff.) See invisible: +6 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kilnstoker (2 def, 0 armour) Kilnstoker (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 10 fire Changes stats: +5 Dex / +8 Mag / +4 Wil / +4 Cun Changes resistances: +9% fire Changes damage: +9% fire Reduces incoming crit damage: 15.00% Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urthukor the elven-silk cloak (3 def, 0 armour) Urthukor the elven-silk cloak (3 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: +7.0% Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -6% Changes stats: +1 Str / +3 Dex / +4 Mag / +3 Wil / +3 Cun Changes resistances: +6% light / +3% darkness Life regen: +2.00 Maximum life: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Gleralena' (9 def, 0 armour) cashmere cloak 'Gleralena' (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Changes stats: +4 Cun Changes damage: +12% mind Critical mult.: +10.00% Physical save: +10 (+4 eff.) Maximum hate: +10.00 Maximum psi: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aratha (0 def, 0 armour) Aratha (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Str / +1 Wil / +3 Con Changes resistances: +27% acid / +15% fire / +3% temporal / +9% all Changes damage: +14% acid / +10% fire / +7% nature Poison immunity: +29% Disease immunity: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Porigatha (0 def, 0 armour) Porigatha (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +3% acid / +10% physical / +3% darkness / +7% all Changes damage: +10% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
linen robe 'Bolthacker' (0 def, 0 armour) linen robe 'Bolthacker' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +9% fire / +19% nature / +7% all Changes damage: +13% nature Cut immunity: +10% Silence immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brightpulverizer the pair of iron boots (0 def, 3 armour) Brightpulverizer the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes resistances: +3% cold / +6% fire Changes resistances penetration: +5% fire / +15% cold Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chillspike the pair of dwarven-steel boots (0 def, 4 armour) Chillspike the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 arcane Changes stats: +5 Str / +4 Wil / +3 Cun / +6 Con Changes resistances: +8% fire / +5% arcane / +7% cold Changes resistances penetration: +20% cold Changes damage: +7% physical Physical save: +6 (+2 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+2 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. |
Islemilerin the Arcpierce (0 def, 3 armour) Islemilerin the Arcpierce (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Dex / +3 Wil / +2 Cun Changes resistances: +6% lightning Changes damage: +3% lightning / +12% mind Physical save: +6 (+2 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +0.12 Light radius: +1 See invisible: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of iron boots of tirelessness (0 def, 3 armour) restorative pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Life regen: +2.00 Stamina each turn: +0.40 Maximum stamina: +12.00 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
Arima the drakeskin leather gloves (0 def, 3 armour) Arima the drakeskin leather gloves (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +3 Effects when hit in melee: * 46 arcane resource burn Changes stats: +3 Str Changes damage: +3% mind Critical mult.: +5.00% Spell save: +32 (+16 eff.) Psi when hit: +0.16 When used to modify unarmed attacks: Power: 137% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 44 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)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% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). 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. |
Polurinn the Searbreeze (0 def, 8 armour) Polurinn the Searbreeze (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Damage (Melee): 37 mind / 24 darkness Changes resistances: +6% blight / +18% fire / +7% mind Changes damage: +5% mind / +9% blight Mental save: -7 (-3 eff.) Maximum life: +58.00 Mindpower: +5 (+2 eff.) When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Damage (radius 2) on crit: +9 mind 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. |
Radiancequencher (0 def, 1 armour) Radiancequencher (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 mind Changes resistances: +6% mind / +9% fire Changes damage: +4% mind / +3% nature Light radius: +3 When used to modify unarmed attacks: Power: 93% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 1). Damage (radius 2) on crit: +6 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shivervault the hardened leather gloves (5 def, 2 armour) Shivervault the hardened leather gloves (5 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Changes stats: +6 Str / +3 Wil / +3 Con Changes resistances: +9% blight / +6% light Changes damage: +6% cold Talent mastery: +0.20 Technique / Grappling Physical save: +9 (+3 eff.) Silence immunity: +20% Disarm immunity: +31% When used to modify unarmed attacks: Power: 113% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun 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: Disarm (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Belyra' (0 def, 2 armour) dwarven-steel gauntlets 'Belyra' (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% lightning / +6% temporal / +3% mind Changes damage: +3% acid Disarm immunity: +20% Life regen: +4.00 Stamina each turn: +0.80 Maximum life: +80.00 Maximum stamina: +18.00 When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Gloromina' (0 def, 1 armour) iron gauntlets 'Gloromina' (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 nature Changes stats: +5 Con Changes resistances: +6% nature / +5% arcane Changes damage: +3% nature / +9% arcane Maximum vim: +20.00 Infravision radius: +2 When used to modify unarmed attacks: Power: 99% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +5 nature Metal gloves protecting the hands up to the middle of the lower arm. |
Kindlequarry the hardened leather cap (0 def, 3 armour) Kindlequarry the hardened leather cap (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Changes stats: +4 Str / +5 Wil Changes resistances: +8% blight / +14% mind / +6% light Mental save: +26 (+9 eff.) Confusion immunity: +30% Light radius: +2 A cap made of leather. |
iron helm 'Fogbrand' (0 def, 3 armour) iron helm 'Fogbrand' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 darkness Changes stats: +4 Str / +2 Dex / +5 Con Changes resistances: +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Demonrock' (0 def, 1 armour) rough leather cap 'Demonrock' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 darkness / 2 cold Changes stats: +3 Dex Changes damage: +12% temporal A cap made of leather. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 41 power out of 80/80) : Effective talent level: 3.0 Power cost: 41 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 23.97 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
dwarven-steel mail armour 'Lelodratar' (3 def, 8 armour) dwarven-steel mail armour 'Lelodratar' (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +1 Mag / +12 Wil / +5 Cun Changes resistances: +15% lightning Reduces incoming crit damage: 15.00% Mental save: +11 (+4 eff.) Life regen: +3.00 Maximum life: +20.00 Healing mod.: +13% A suit of armour made of mail. |
Rimequick (3 def, 4 armour) Rimequick (3 def, 4 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 6 cold Changes resistances: +6% acid / +7% cold / +12% blight Changes resistances penetration: +10% lightning Changes damage: +18% cold Allows you to breathe in: water A suit of armour made of leather. |
rejuvenating rough leather armour of resilience (3 def, 2 armour) rejuvenating rough leather armour of resilience (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Life regen: +2.20 Stamina each turn: +0.50 Maximum life: +25.00 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
2 agate 2 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. |
769 alchemist agate 769 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal 11 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 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 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 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Hazebrand' (dig speed 39 turns) iron pickaxe 'Hazebrand' (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +6 Str / +1 Dex Changes damage: +3% cold Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Emuna' brass lantern 'Emuna'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +5% arcane / +6% fire Reduces incoming crit damage: 5.00% Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of the zealot survivor's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Physical save: +5 (+2 eff.) Spell save: +5 (+3 eff.) Light radius: +3 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal 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. |
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. |
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. |
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 166 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. |
Emuta the iron torque of gale force [power 100] (13 cooldown) Emuta the iron torque of gale force [power 100] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 9% Changes stats: +6 Dex Changes resistances: +6% mind It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 142 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
extending iron torque of gale force [power 110] (13 cooldown) extending iron torque of gale force [power 110] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 156 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 23] (21 cooldown) iron torque of psionic shield [power 23] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
extending ash totem of healing [power 188] (13 cooldown) extending ash totem of healing [power 188] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 25 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
2 ametrine 2 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ro001 the Krog Rogue level 34
64th Regrowth 123rd year of Ascendancy at 14:40 see stats
By Ro001 the Krog Rogue level 34
63rd Regrowth 123rd year of Ascendancy at 00:34 see stats
By Ro001 the Krog Rogue level 23
76th Dusk 122nd year of Ascendancy at 08:16 see stats
By Ro001 the Krog Rogue level 39
3rd Pyre 123rd year of Ascendancy at 04:28 see stats
By Ro001 the Krog Rogue level 37
80th Regrowth 123rd year of Ascendancy at 08:58 see stats
By Ro001 the Krog Rogue level 25
32nd Haze 122nd year of Ascendancy at 21:14 see stats
By Ro001 the Krog Rogue level 36
76th Regrowth 123rd year of Ascendancy at 21:08 see stats
By Ro001 the Krog Rogue level 30
55th Regrowth 123rd year of Ascendancy at 04:56 see stats
By Ro001 the Krog Rogue level 37
1st Time of Balance 123rd year of Ascendancy at 02:22 see stats
By Ro001 the Krog Rogue level 23
67th Dusk 122nd year of Ascendancy at 15:50 see stats
By Ro001 the Krog Rogue level 26
42nd Haze 122nd year of Ascendancy at 21:07 see stats
By Ro001 the Krog Rogue level 10
10th Mirth 122nd year of Ascendancy at 11:08 see stats
By Ro001 the Krog Rogue level 20
38th Dusk 122nd year of Ascendancy at 03:24 see stats
By Ro001 the Krog Rogue level 30
53rd Regrowth 123rd year of Ascendancy at 18:14 see stats
By Ro001 the Krog Rogue level 40
6th Pyre 123rd year of Ascendancy at 09:20 see stats
By Ro001 the Krog Rogue level 26
60th Haze 122nd year of Ascendancy at 15:19 see stats
By Ro001 the Krog Rogue level 31
56th Regrowth 123rd year of Ascendancy at 19:17 see stats
By Ro001 the Krog Rogue level 37
76th Regrowth 123rd year of Ascendancy at 23:11 see stats
By Ro001 the Krog Rogue level 6
77th Pyre 122nd year of Ascendancy at 23:39 see stats
By Ro001 the Krog Rogue level 21
59th Dusk 122nd year of Ascendancy at 16:04 see stats
By Ro001 the Krog Rogue level 16
21st Dusk 122nd year of Ascendancy at 13:33 see stats
By Ro001 the Krog Rogue level 32
61st Regrowth 123rd year of Ascendancy at 03:51 see stats
Log
Ro001 slips into shadow.
Ro001 reacts to an attack from Layulle the orc cryomancer's Bash and Smash, mitigating the blow!.
Talent Hidden Blades is ready to use.
Talent Marked for Death is ready to use.
Talent Dart Launcher is ready to use.
Talent Stealth is ready to use.
Ro001 hits Layulle the orc cryomancer for 600 physical damage.
Bleeding from Layulle the orc cryomancer hits Ro001 for 131 physical damage.
Deadly Poison from Layulle the orc cryomancer hits Ro001 for 38 nature damage.
Layulle the orc cryomancer receives 23 healing from Deadly Poison from Layulle the orc cryomancer.
Layulle the orc cryomancer's Bash and Smash hits Ro001 for (34 parried), (109 reacted , -5 stam), 239 physical, 3 blight, 6 fire (247 total damage).
Epidemic from Layulle the orc cryomancer hits Ro001 for 23 blight damage.
Ro001 killed Layulle the orc cryomancer!
Orc cryomancer's ice storm area effect hits Ro001 for 58 cold damage.
Layulle the orc cryomancer's ice storm area effect hits Ro001 for 21 cold damage.
Ro001 activates Antimagic Shield.
Ro001 deactivates Stealth.
Something performs a melee critical strike against Ro001!
Ro001 evades Something.
Something hits Ro001 for 115 physical damage.
Poison bursts out of Ro001's corpse!
Bleeding from Layulle the orc cryomancer hits Ro001 for 151 physical damage.
Deadly Poison from Layulle the orc cryomancer hits Ro001 for (38 antimagic), 0 nature (0 total damage).
Ro001 the level 40 krog rogue was ground to death by Layulle the orc cryomancer on level 2 of Vor Armoury.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Deadly Poison from Layulle the orc cryomancer killed Ro001!
Saving game...
Saving done.