Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 32 / 2% |
Size | huge |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 91 (base 60) |
Dexterity | 56 (base 40) |
Constitution | 71 (base 37) |
Magic | 11 (base 10) |
Willpower | 31 (base 11) |
Cunning | 26 (base 10) |
Resources
Life | 1618/1618 |
Stamina | 186/186 |
Healing Factor | 1.6618019533321 |
Regeneration | 22.712756262781 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 24.602579952692 |
See Invisible | 24.602579952692 |
Offense: Mainhand
Damage | 139 |
Accuracy | 71 |
Crit Chance | 31% |
APR | 24 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Blight | +5% |
Physical | +22% |
Cold | +17% |
All | +2% |
Offense: Damage Penetration
Blight | +20% |
Physical | +9% |
Light | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 94.157178489668 (87.807182003187%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 26 |
Physical Save | 77 |
Spell Save | 69 |
Mental Save | 68 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 46%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 46%( 70%) |
All | + 15%( 70%) |
Lightning | + 31%( 70%) |
Temporal | + 29%( 70%) |
Darkness | + 32%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 30% |
Silence Resistance | 20% |
Confusion Resistance | 10% |
Knockback Resistance | 65% |
Stun Resistance | 83% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 629 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 3 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 238 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Shield Wall |
talent | Precise Strikes |
talent | Chant of Fortitude |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved mental save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | 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 Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed vial of wight ectoplasm. * You've found the needed multi-hued wyrm scale. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vial of greater demon bile. * You've found the needed hummerhorn wing. | active |
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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Pusfury the pair of drakeskin leather boots (7 def, 5 armour) Pusfury the pair of drakeskin leather boots (7 def, 5 armour)2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +3 Mag +4 Wil +4 Cun +15 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +10% physical Res.pen +9% physical On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +5 Defense +7 (+3 eff.) ---------- misc Size +1 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | alchemist's lamp 'Nerusevea' alchemist's lamp 'Nerusevea'1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Phys.save +8 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +3 (+1 eff.) Heal.mod +12% Blind- +10% Silence- +20% Pinning- +10% Teleport- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | dwarven-steel gauntlets 'Hailwinnow' (0 def, 2 armour) dwarven-steel gauntlets 'Hailwinnow' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +4 Con dps ---------- Melee+ 8 acid Dmg.mod +5% acid +15% cold Melee Ret 6 cold ----- def ----- Armour +2 Fatigue +3% Resists +7% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Glintfury the dwarven-steel torque of clear mind [power 2] (25 cooldown) Glintfury the dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Phys.crit +3.0% Res.pen +10% light Acc +10 (+3 eff.) ---------- misc Stam/turn +2.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
On fingers | savior's stralite ring of life savior's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Phys.save +10 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +57.00 HP.reg +10.00 Heal.mod +11% Rings make your fingers look great! |
Around neck | gold amulet 'Emelulaith' gold amulet 'Emelulaith'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +5.00% Acc +15 (+4 eff.) ----- def ----- Resists +19% lightning Phys.save +12 (+3 eff.) Max.HP +40.00 Heal.mod +5% Pinning- +20% Stun/Frz- +38% ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
In main hand | Isuba the voratun longsword (44-61 power, 24 apr) Isuba the voratun longsword (44-61 power, 24 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 43.5 - 60.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +24 Crit +5.0% Atk.spd 100% Phasing +16% Melee+ +16 blight On Hit.r1 +16 physical On Hit: * 22% chance to reduce strength, dexterity, and constitution by 6 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Crit.mult +15.00% Melee Ret 2 physical ----- def ----- Resists +5% arcane Sharp, long, and deadly. |
Around waist | Fogwrecker the hardened leather belt Fogwrecker the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +9 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +10 Phys.save +10 (+3 eff.) Spell.save +6 (+2 eff.) Max.HP +40.00 Knockbk- +20% ---------- misc Size +1 A belt that goes around your waist. |
In off hand | voratun shield 'Xerotira' (0 def, 10 armour, 70-83 power, 205.5 block) voratun shield 'Xerotira' (0 def, 10 armour, 70-83 power, 205.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 69.5 - 83.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +206 While equipped: Stats +6 Str +8 Dex +3 Cun dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% blight Res.pen +20% blight Acc +9 (+2 eff.) On Melee Ret: * 28% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Fatigue +8% Resists +10% blight +16% temporal +25% cold Mind.save +6 (+2 eff.) ---------- misc Max.hate +4.00 Talents +1 Block Handheld deflection devices. It was hardened by the digestive sack. |
Cloak | marshal's cashmere cloak of protection (2 def, 0 armour) marshal's cashmere cloak of protection (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+2 eff.) Max.HP +59.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Swampclamor the voratun mail armour (5 def, 13 armour) Swampclamor the voratun mail armour (5 def, 13 armour)14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +7 Cun +9 Wil dps ---------- Res.pen +5% nature ----- def ----- Armour +13 Defense +5 (+2 eff.) Fatigue +12% Resists +7% acid +20% darkness +27% blight +12% cold +6% nature Spell.save +9 (+2 eff.) Mind.save +22 (+6 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 Breathe water A suit of armour made of mail. |
Inventory
healing infusion of the duelist (heal 176; cd 14) healing infusion of the duelist (heal 176; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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. 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 psychic (heal 124; cd 10) healing infusion of the psychic (heal 124; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -230; dur 6; cd 33) heroism infusion of the psychic (die at -230; dur 6; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -230 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 230 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -542; dur 6; cd 34) heroism infusion of the warrior (die at -542; dur 6; cd 34)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -542 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 542 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. 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 duelist (speed 571%; cd 15) movement infusion of the duelist (speed 571%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 571% 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. 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 sneak (speed 478%; cd 14) movement infusion of the sneak (speed 478%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 478% 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. 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 690%; cd 13) movement infusion of the warrior (speed 690%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 690% 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. 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 886%; cd 14) movement infusion of the warrior (speed 886%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 886% 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. 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 psychic (res 22%; mental; dur 3; cd 15) wild infusion of the psychic (res 22%; mental; dur 3; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. 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)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Tarrachik' copper amulet 'Tarrachik'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +4 Wil dps ---------- Res.pen +5% mind ---------- misc Equi/ret +0.16 Amulets make your neck look great! |
Glimmerbender Glimmerbender0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% temporal +6% light +12% fire Res.pen +10% temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 22 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal +24% fire Rings make your fingers look great! |
Harovor Harovor0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +13% darkness ----- def ----- Resists +9% nature +12% cold +6% light +26% darkness Phys.save +12 (+3 eff.) Spell.save +9 (+2 eff.) HP.reg +4.00 Rings make your fingers look great! |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's stralite ring of luminosity conjurer's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +6 Wil +10 Mag dps ---------- Spell.pwr +9 (+9 eff.) Melee+ 10 light Ranged+ 18 light Dmg.mod +14% light Rings make your fingers look great! |
marksman's copper ring marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring of nature (+22%) psionicist's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Mind.save +6 (+2 eff.) Rings make your fingers look great! |
rogue's gold ring of life rogue's gold ring of life0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Max.HP +66.00 HP.reg +5.00 Heal.mod +10% Rings make your fingers look great! |
rogue's steel ring of sensing rogue's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Blind- +22% ---------- misc Infravis +4 See.Stealth +6 See.Invis +9 Rings make your fingers look great! |
savage's steel ring of corrosion (+24%) savage's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Spell.save +12 (+3 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
savior's stralite ring of speed savior's stralite ring of speed0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +14% Acc +5 (+1 eff.) ----- def ----- Defense +8 (+4 eff.) Phys.save +9 (+3 eff.) Spell.save +14 (+4 eff.) Mind.save +6 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
warrior's steel ring of blight (+12%) warrior's steel ring of blight (+12%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% blight ----- def ----- Armour +4 Resists +12% blight Rings make your fingers look great! |
Manirig the Strikespiker (56-79 power, 6 apr) Manirig the Strikespiker (56-79 power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Master Power 56.5 - 79.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 lightning While equipped: Stats +3 Cun +3 Wil ----- def ----- Resists +9% acid +6% fire Phys.save +9 (+3 eff.) Stun/Frz- +20% ---------- misc Light +3 Sharp, long, and deadly. |
chilling steel longsword of massacre (22-31 power, 3 apr) chilling steel longsword of massacre (22-31 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 cold Sharp, long, and deadly. |
Polamira the dwarven-steel mace (28-39 power, 4 apr) Polamira the dwarven-steel mace (28-39 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 On Hit: * Create an explosion dealing 15 cold damage (1/turn) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Dmg.mod +13% cold Res.pen +8% cold ----- def ----- Armour +4 Resists +9% acid Disease- +10% Knockbk- +10% Blunt and deadly. |
vined mindstar of balance (4-5 power, 18 apr, nature damage) vined mindstar of balance (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +4 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar 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. |
Penitence (15-18 power, 4 apr, nature element) Penitence (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+12 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+4 eff.) ---------- misc Talents +1 Command Staff Cure up to 2 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Blood-Letter (33-46 power, 4.5 apr) Blood-Letter (33-46 power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Hanyndil the Earthwing (42-59 power, 5 apr) Hanyndil the Earthwing (42-59 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +16 cold On Hit: * 20% chance to slow global speed by 48% While equipped: ----- def ----- Resists +2% physical +9% mind +12% light Poison- +20% Stun/Frz- +20% One-handed war axes. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Urulin (28-38 power, 4 apr) Urulin (28-38 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Res.pen +15% mind ----- def ----- Resists +9% light +6% blight Spell.save +12 (+3 eff.) ---------- misc Infravis +3 One-handed war axes. |
hardened leather belt 'Ivadhetira' hardened leather belt 'Ivadhetira'1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Cun +2 Str dps ---------- Phys.crit +5.0% Mind.crit +6% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) Res.pen +25% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +6% cold ---------- misc Infravis +2 A belt that goes around your waist. |
rough leather belt 'Brandwolf' rough leather belt 'Brandwolf'1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +2 Dex +3 Mag +3 Wil +2 Cun dps ---------- Res.pen +10% fire ----- def ----- Resists +5% acid +6% blight A belt that goes around your waist. |
rough leather belt 'Voroyamira' rough leather belt 'Voroyamira'1.0 T1 belt armor [Rare] Master While equipped: Stats +8 Dex dps ---------- Res.pen +15% physical Apr +1 ----- def ----- Resists +6% fire +6% cold ---------- misc Infravis +2 A belt that goes around your waist. |
Drygogas (6 def, 6 armour) Drygogas (6 def, 6 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Acc +15 (+4 eff.) ----- def ----- Armour +6 Defense +6 (+3 eff.) Resists +1% physical Spell.save +3 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lelandil the pair of hardened leather boots (0 def, 3 armour) Lelandil the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +3 (+1 eff.) Dmg.mod +6% blight +12% temporal Res.pen +10% acid +15% temporal Apr +6 ----- def ----- Armour +3 Resists +7% lightning +8% temporal Phys.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
Morain (0 def, 1 armour) Morain (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +6 Cun +3 Wil dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to slow global speed by 48% * 10 arcane resource burn ----- def ----- Armour +1 Phys.save +7 (+2 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.04 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of hardened leather boots 'Cinderwrest' (0 def, 6 armour) pair of hardened leather boots 'Cinderwrest' (0 def, 6 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% mind +15% fire Res.pen +10% mind +10% fire Melee Ret 4 cold ----- def ----- Armour +6 ---------- misc Infravis +2 A pair of boots made of leather. |
pair of iron boots 'Khelylach' (0 def, 3 armour) pair of iron boots 'Khelylach' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +3% nature Spell.save +6 (+2 eff.) ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Scabtitan' (0 def, 1 armour) pair of rough leather boots 'Scabtitan' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +18% nature ----- def ----- Armour +1 Resists +3% blight +6% darkness +3% lightning Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) A pair of boots made of leather. |
restorative pair of hardened leather boots of strife (0 def, 3 armour) restorative pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego++] Nature/Psionic While equipped: Stats +4 Con +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +3 HP.reg +3.00 Heal.mod +14% Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Islina the rough leather gloves (0 def, 1 armour) Islina the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +4% lightning +6% arcane Phasing +30% Melee Ret 4 blight ----- def ----- Armour +1 Resists +5% lightning +3% temporal ---------- misc Vim/s.crit +1.00 Max.vim +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+4 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Glorodareth (0 def, 5 armour) Glorodareth (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Mind.pwr +20 (+9 eff.) ----- def ----- Armour +5 Fatigue +5% ---------- misc Psi/ret +0.08 Light +3 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanyma the Brightspire (0 def, 3 armour) Xanyma the Brightspire (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +7 Mag +2 Wil ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Light +1 See.Invis +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xeraletta the Glitterstreak (1 def, 0 armour) Xeraletta the Glitterstreak (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Wil +5 Con ----- def ----- Defense +1 (+0 eff.) Resists +3% light Phys.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Goryresta' (0 def, 1 armour) rough leather cap 'Goryresta' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% mind +6% light Phys.save +11 (+3 eff.) Blind- +10% A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 19.38 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Ce'Nodama the stralite plate armour (0 def, 13 armour) Ce'Nodama the stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +8 Str +4 Con dps ---------- Dmg.mod +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Armour +13 Fatigue +22% Phys.save +12 (+3 eff.) Die.at -80.00 life Max.HP +68.00 HP.reg +9.00 Heal.mod +17% A suit of armour made of metal plates. |
Earigrim (0 def, 7 armour, 14-16 power, 74 block) Earigrim (0 def, 7 armour, 14-16 power, 74 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 13.5 - 16.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +74 On Crit.r2 +19 light +16 fire On Hit: * 20% chance to reduce armor by 16% While equipped: dps ---------- Dmg.mod +3% acid On shield block: * Deals 15 light and fire damage to each enemy blocked On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Armour +7 Fatigue +8% Resists +16% lightning +7% fire +7% light +3% acid ---------- misc Talents +1 Block Handheld deflection devices. |
acidic dwarven-steel shield of arcane resistance (+12%) (0 def, 6 armour, 28-33 power, 79.5 block) acidic dwarven-steel shield of arcane resistance (+12%) (0 def, 6 armour, 28-33 power, 79.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Disrupt When used to Attack: Power 27.5 - 33.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 On Hit: * 13% chance to reduce armor by 16% While equipped: dps ---------- Melee+ 5 acid Melee Ret 7 acid ----- def ----- Armour +6 Fatigue +8% Resists +12% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
Hathyharahad the Tidewend (21/21, 42-58 power, 10 apr) Hathyharahad the Tidewend (21/21, 42-58 power, 10 apr)3.0 T3 arrow ammo [Random Unique] Nature/Disrupt/Master Power 41.5 - 58.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Proj.spd +200% Ranged+ +4 cold +8 physical Against +8% Unnatural On Hit.r1 +8 cold +4 physical On Crit.r2 +8 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 172 physical damage * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Arrows are used with bows to pierce your foes to death. |
8 agate 8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
297 alchemist agate 297 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Grinodig the Rainkarma (dig speed 31 turns) Grinodig the Rainkarma (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ----- def ----- Resists +3% blight +3% cold +5% arcane +3% nature Spell.save +9 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +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)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 emerald 3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 spinel 15 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.01 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.01 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Bethoselle' alchemist's lamp 'Bethoselle'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +6% physical Acc +10 (+3 eff.) Apr +3 ----- def ----- Armour +8 Phys.save +8 (+2 eff.) Heal.mod +17% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Velora' brass lantern 'Velora'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Melee Ret 2 mind ----- def ----- Resists +6% mind Max.HP +40.00 ---------- misc Light +3 Infravis +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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
quick stralite torque of mindblast [power 240] (10 cooldown) quick stralite torque of mindblast [power 240] (10 cooldown)2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 245 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
9 amethyst 9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Dairydil the Blastmight [power 116] (15 cooldown) Dairydil the Blastmight [power 116] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Spell.crit +1% Dmg.mod +3% lightning ----- def ----- Resists +6% darkness Crit.chn- 10.00% Phys.save +9 (+3 eff.) Heal.mod +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (118 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 quartz 7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dwarfy the Dwarf Bulwark level 24
19th Steel 123rd year of Ascendancy at 10:24 see stats
By Dwarfy the Dwarf Bulwark level 16
10th Iron 123rd year of Ascendancy at 04:15 see stats
By Dwarfy the Dwarf Bulwark level 30
27th Stralite 123rd year of Ascendancy at 06:09 see stats
By Dwarfy the Dwarf Bulwark level 31
20th Voratun 123rd year of Ascendancy at 05:58 see stats
By Dwarfy the Dwarf Bulwark level 20
30th Iron 123rd year of Ascendancy at 01:53 see stats
By Dwarfy the Dwarf Bulwark level 29
17th Stralite 123rd year of Ascendancy at 00:26 see stats
By Dwarfy the Dwarf Bulwark level 26
31st Steel 123rd year of Ascendancy at 15:08 see stats
By Dwarfy the Dwarf Bulwark level 31
38th Stralite 123rd year of Ascendancy at 23:28 see stats
By Dwarfy the Dwarf Bulwark level 10
1st Shortage 122nd year of Ascendancy at 03:17 see stats
By Dwarfy the Dwarf Bulwark level 20
25th Iron 123rd year of Ascendancy at 09:18 see stats
By Dwarfy the Dwarf Bulwark level 30
25th Stralite 123rd year of Ascendancy at 20:41 see stats
By Dwarfy the Dwarf Bulwark level 27
45th Steel 123rd year of Ascendancy at 02:06 see stats
By Dwarfy the Dwarf Bulwark level 27
34th Steel 123rd year of Ascendancy at 18:30 see stats
By Dwarfy the Dwarf Bulwark level 30
27th Stralite 123rd year of Ascendancy at 07:10 see stats
By Dwarfy the Dwarf Bulwark level 22
10th Steel 123rd year of Ascendancy at 09:43 see stats
By Dwarfy the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 04:56 see stats
By Dwarfy the Dwarf Bulwark level 11
2nd Shortage 122nd year of Ascendancy at 17:47 see stats
By Dwarfy the Dwarf Bulwark level 27
10th Gold 123rd year of Ascendancy at 09:34 see stats
By Dwarfy the Dwarf Bulwark level 24
19th Steel 123rd year of Ascendancy at 17:50 see stats
By Dwarfy the Dwarf Bulwark level 26
32nd Steel 123rd year of Ascendancy at 16:11 see stats
By Dwarfy the Dwarf Bulwark level 18
22nd Iron 123rd year of Ascendancy at 23:01 see stats
Log
Dwarfy activates Precise Strikes.
Dwarfy deactivates Shield Wall.
Dwarfy activates Shield Wall.
Dwarfy deactivates Chant of Fortitude.
Dwarfy activates Chant of Fortitude.
Space around you starts to dissolve...
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 37 turns (stop reason: all resources and life at maximum).
You are yanked out of this place!
You gain 4.50 gold from the transmogrification of elemental quiver of elven-wood arrows of corruption (19/19, 46-64 power, 14 apr).
You gain 14.08 gold from the transmogrification of drakeskin leather armour of thunder (20 def, 8 armour).
You gain 7.10 gold from the transmogrification of stormwoven woollen robe of frost (+7%) (0 def, 0 armour).
You gain 8.34 gold from the transmogrification of dragonbone starstaff of channeling (30-36 power, 6 apr, darkness element).
You gain 25.00 gold from the transmogrification of Duvodunarain the Smolderquencher (20-24 power, 4 apr, fire element).
You gain 6.06 gold from the transmogrification of horrifying pulsing mindstar of frost (13-14 power, 32 apr, mind damage).
You gain 25.00 gold from the transmogrification of Blizzardfiend the pulsing mindstar (13-14 power, 32 apr, nature damage).
You gain 3.59 gold from the transmogrification of acidic voratun greatsword of erosion (64-102 power, 4 apr).
You gain 7.89 gold from the transmogrification of balanced stralite battleaxe of disruption (43-64 power, 3 apr).
You gain 25.00 gold from the transmogrification of Jetwell (34-51 power, 2 apr).
You gain 7.43 gold from the transmogrification of savage's stralite ring of perseverance.
There is a Way to a strange portal here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.