












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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:
OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. |
Campaign | Infinite |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 34 / 84% |
Size | medium |
Lifes / Deaths | Killed by Toonye the Bringer of Doom at level 3 on the 17th Voratun 122nd year of Ascendancy at 15:33 0 / 7Killed by Bill the Stone Troll at level 16 on the 3rd Acquisition 122nd year of Ascendancy at 08:46 Killed by Rantha the Worm at level 17 on the 2nd Profit 122nd year of Ascendancy at 09:00 Killed by Mirror Challenge of Areldir at level 20 on the 9th Profit 122nd year of Ascendancy at 03:43 Killed by worm that walks at level 21 on the 10th Profit 122nd year of Ascendancy at 22:18 Killed by forge-giant at level 31 on the 35th Profit 122nd year of Ascendancy at 21:05 Killed by Mayonne the bloated horror at level 34 on the 43rd Profit 122nd year of Ascendancy at 02:59 |
Primary Stats
Strength | 63 (base 42) |
Dexterity | 25 (base 10) |
Constitution | 44 (base 16) |
Magic | 80 (base 60) |
Willpower | 70 (base 36) |
Cunning | 18 (base 10) |
Resources
Life | -147/1166 |
Mana | 561/652 |
Equilibrium | 45 |
Healing Factor | 1.4955007465519 |
Regeneration | 13.833381905605 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 3 |
Offense: Mainhand
Damage | 111 |
Accuracy | 46 |
Crit Chance | 11% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 56 |
Accuracy | 46 |
Crit Chance | 11% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Physical | +5% |
Darkness | +18% |
Blight | +5% |
Arcane | +6% |
Mind | +14% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Acid | +5% |
Darkness | +10% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 66 (100%) |
Defense | 32 |
Ranged Defense | 37 |
Fatigue | 51 |
Physical Save | 51 |
Spell Save | 54 |
Mental Save | 52 |
Defense: Resistances
Cold | + 34%( 70%) |
Acid | + 16%( 70%) |
Nature | + 26%( 70%) |
Darkness | + 26%( 70%) |
Blight | + 17%( 70%) |
Physical | + 34%( 70%) |
Fire | + 23%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Pinning Resistance | 41% |
Disarm Resistance | 64% |
Confusion Resistance | 22% |
Silence Resistance | 29% |
Stun Resistance | 29% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 452% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 6 times. Its effects scale with your Willpower stat. |
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 322 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Eldritch shield | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 10): Near SightedYou completed the challenge and received: Random Artifact: Isakira (20/20, 119% power, 2 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 13): Mirror Match | failed |
Proceed directly to the next Infinite Dungeon level in less than 164 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 14): Rush Hour (164)Turns left: 97 You completed the challenge and received: Random Artifact: Shinepierce | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 18): Near SightedYou completed the challenge and received: Random Artifact: Radhudomnir (131% power, 2 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 20): Mirror MatchYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 27): Mirror Match | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 28): Near SightedYou completed the challenge and received: Random Artifact: Blastmistress of stinging [power 668] (22 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 30): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 31): Exterminator | active |
Proceed directly to the next Infinite Dungeon level in less than 290 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 32): Rush Hour (290)Turns left: 202 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 33): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 34): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): Exterminator | active |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 8): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 9): Pacifist | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +5 Dex / +3 Mag / +3 Wil / +3 Con / +8 Lck Changes resistances penetration: +10% darkness Changes damage: +6% darkness Reduces incoming crit damage: 10.00% Stealth bonus: +8 Silence immunity: +29% Confusion immunity: +22% Stun/Freeze immunity: +29% It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +6 Wil / +2 Con Changes resistances: +8% blight Changes damage: +14% mind Critical mult.: +20.00% Life regen: +6.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Mag / +5 Wil Changes damage: +5% blight / +6% arcane Spell crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Damage (Melee): 10 acid Changes stats: +10 Str / +4 Wil / +2 Cun / +5 Con Changes resistances: +7% acid Changes resistances penetration: +15% temporal Changes damage: +7% acid Talent mastery: +0.20 Technique / Grappling Mental save: +7 (+3 eff.) Disarm immunity: +21% Maximum life: +54.00 When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +10 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused 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 (cooling down: 10 turns) 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. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Damage when hit (Melee): 2 acid Changes stats: +5 Str / +5 Mag / +1 Cun / +8 Con Changes resistances penetration: +5% acid Physical save: +6 (+2 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +25% Maximum life: +20.00 Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 6 physical Changes stats: +6 Dex / +3 Mag / +5 Cun / +4 Con Changes resistances: +7% physical Changes resistances penetration: +5% blight Life regen: +3.00 Stamina each turn: +0.60 Mana each turn: +0.33 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +34.00 Movement speed: +10% Amulets make your neck look great! |
In main hand | ![]() Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 158% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +141 On weapon hit: * 19% chance to reduce armor by 34% When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 9 acid Damage when hit (Melee): 6 acid Changes resistances: +14% physical Talent granted: +1 Block Handheld deflection devices. |
Around waist | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Dex / +7 Mag / +10 Wil Changes resistances: +9% cold / +14% fire Changes damage: +12% darkness Mental save: +8 (+3 eff.) Maximum life: +56.00 Spell crit. chance: +4% Infravision radius: +3 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+9 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 37/60) : Effective talent level: 1.5 Power cost: 60 out of 37/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 105.35 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | ![]() Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 564% 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. 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. |
![]() Betynor the stralite amulet Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +6 Defense: +8 (+4 eff.) Damage (Melee): 9 light / 11 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 20% * 9% chance to blind Changes resistances: +9% acid / +12% nature / +3% blight Changes resistances cap: +5% all Changes damage: +8% physical / +9% light / +12% darkness Physical save: +18 (+6 eff.) Stamina each turn: +1.00 Combat speed: +10% Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +10% arcane / +9% light Changes damage: +10% arcane / +30% light Light radius: +3 Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +6 Str / +6 Con Mental save: +10 (+4 eff.) Confusion immunity: +32% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +13 (+5 eff.) Maximum stamina: +17.00 Rings make your fingers look great! |
![]() savage's stralite ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Spell save: +14 (+5 eff.) Maximum stamina: +24.00 Rings make your fingers look great! |
![]() sneakthief's stralite ring of warding Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +4 Cun / +7 Dex Changes resistances: +22% acid / +21% fire / +17% lightning / +15% cold Rings make your fingers look great! |
![]() Tarrasta (138% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 138% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Accuracy: +12 (+4 eff.) Changes stats: +4 Dex Changes damage: +12% arcane / +9% temporal Reduces incoming crit damage: 15.00% Mana each turn: +0.16 Spellpower: +30 (+10 eff.) Light radius: +3 Combat speed: +10% Sharp, short and deadly. |
![]() blazebringer's dwarven-steel dagger of massacre (133% power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 134% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 2) on crit: +29 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +4% Sharp, short and deadly. |
![]() caustic stralite dagger of the mystic (129% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 130% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +21 acid / +17 nature When wielded/worn: Armour penetration: +9 Changes stats: +4 Mag / +3 Wil Changes resistances penetration: +10% acid / +16% nature Spellpower: +9 (+3 eff.) Sharp, short and deadly. |
![]() Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Con / +7 Wil Maximum life: +42.00 Sharp, short and deadly. |
![]() stralite dagger 'Hazepiercer' (134% power, 16 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% When wielded/worn: Changes resistances: +15% mind / +6% blight Changes resistances penetration: +20% blight Changes damage: +6% blight / +18% cold Sharp, short and deadly. |
![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 24 Damage (Melee): +12 blight When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +18% Sharp, short and deadly. |
![]() stralite greatmaul 'Kindlemonster' (166% power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 166% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 cold When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Armour: +6 Changes resistances: +9% light / +6% physical Changes damage: +9% blight / +3% physical Massive two-handed mauls. |
![]() stralite greatmaul of projection (165% power, 3 apr) Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 166% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. |
![]() truestriking stralite greatsword of crippling (158% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 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: Accuracy: +14 (+4 eff.) Armour penetration: +14 Physical crit. chance: +10.0% Changes resistances penetration: +12% physical Massive two-handed swords. |
![]() truestriking stralite greatsword of erosion (158% power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 159% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +10 Changes resistances penetration: +9% physical Massive two-handed swords. |
![]() Cyrenn the Heatspire (145% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 146% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes stats: +2 Str / +4 Wil / +3 Cun Changes resistances penetration: +25% fire Changes damage: +12% mind Disarm immunity: +26% See invisible: +24 Blunt and deadly. |
![]() honing pulsing mindstar of balance (107% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +6% physical Changes resistances penetration: +4% physical Changes damage: +3% physical Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +5 (+2 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +1.60 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% 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. |
![]() shimmering yew starstaff of fate (120% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+3 eff.) Mana each turn: +0.13 Maximum mana: +54.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() orite trident (146% power, 13 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() caustic stralite waraxe (140% power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +9 acid / +10 nature When wielded/worn: Armour penetration: +8 Changes resistances penetration: +7% acid / +17% nature One-handed war axes. |
![]() stralite waraxe of torment (139% 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 Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns One-handed war axes. |
![]() Focus Whip (118% power, 7 apr) Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Power: 119% Range: 1.1x Uses stats: 20% Wil, 10% Cun, 70% Dex Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy is based on willpower for this weapon. Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Try to fry your enemies brain (25% chance to brainlock) When wielded/worn: Mindpower: +10 (+4 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4 Activation costs 10 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() noble's hardened leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +6 Wil / +8 Cun / +7 Lck Damage against: +20% Summoned Reduced damage from: +18% Summoned Trap disarming bonus: +5 Stealth bonus: +10 Infravision radius: +3 A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +1 (+0 eff.) Damage when hit (Melee): 2 light Changes stats: +3 Dex Changes damage: +3% light Mental save: +6 (+2 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+7 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+5 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() timebroken silk robe of life (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +10% blight / +13% all Changes damage: +13% arcane / +20% temporal Life regen: +4.30 Maximum life: +77.00 Maximum mana: +83.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Healing mod.: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% blight / +7% all Changes damage: +8% nature Poison immunity: +22% Disease immunity: +24% Life regen: +1.70 Maximum life: +46.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Damage when hit (Melee): 6 blight Changes stats: +7 Cun / +7 Dex Changes damage: +9% blight Infravision radius: +1 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 83% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: -6% Effects on melee hit: * 20 arcane resource burn Changes resistances: +16% lightning / +18% temporal Disarm immunity: +20% Confusion immunity: +20% Life regen: +2.00 Stamina each turn: +0.50 Maximum life: +45.00 Movement speed: +10% A pair of boots made of leather. |
![]() Kindlearc the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +6 Str Changes resistances: +18% light Life regen: +4.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +2% Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Wil / +3 Cun / +2 Con Physical save: +6 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() dreamer's pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +3 Wil Physical save: +5 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +0.50 Maximum stamina: +14.00 A pair of boots made of leather. |
![]() 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 (+4 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil 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% Cun, 40% Dex, 40% Str 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 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. 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. |
![]() 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% Cun, 40% Dex, 40% Str 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. |
![]() 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 lightning Changes resistances: +5% lightning Changes damage: +4% lightning Life regen: +1.90 Stamina each turn: +0.30 Psi each turn: +0.10 When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str 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: Lightning Breath (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). Damage (radius 2) on crit: +5 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 arcane Changes stats: +11 Str Changes resistances: +3% physical Changes resistances penetration: +15% arcane Only die when reaching: -40.00 life A cap made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Con Changes resistances: +18% darkness Changes damage: +12% darkness / +15% mind Critical mult.: +15.00% Physical save: +6 (+2 eff.) Equilibrium when hit: +0.20 Mindpower: +10 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() miner's dwarven-steel helm of the bounder (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +6 Str / +7 Dex Infravision radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 175.3 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Strength 28 Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Damage (Melee): 11 acid / 10 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +14% acid / +10% fire / +9% blight / +7% physical Changes resistances penetration: +5% arcane Changes damage: +12% blight Physical save: +10 (+4 eff.) Life regen: +3.40 Stamina each turn: +0.50 A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +14% blight / +18% darkness Life regen: +6.00 Maximum life: +35.00 Light radius: +2 Healing mod.: +13% A suit of armour made of mail. |
![]() prismatic reinforced leather armour of cold resistance (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Changes resistances: +16% cold / +13% light / +13% darkness A suit of armour made of leather. |
![]() rejuvenating cured leather armour of Eyal (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Life regen: +6.50 Stamina each turn: +0.70 Maximum life: +34.00 Healing mod.: +12% A suit of armour made of leather. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +9 (+3 eff.) Decaying mummy wrappings. |
![]() Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 133% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +71 Damage (Melee): +20 lightning When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +18% lightning / +19% cold / +6% fire Changes damage: +9% fire Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 136% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 Damage (Melee): +12 fire When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Fatigue: +8% Damage when hit (Melee): 1 fire Changes stats: +2 Str / +3 Dex Changes resistances: +12% fire / +5% arcane / +3% darkness Talent granted: +1 Block Silence immunity: +20% Knockback immunity: +20% Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 135% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +74 Damage (Melee): +10 cold When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 132 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +10% cold Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 154% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +186 When wielded/worn: Armour: +11 Fatigue: +8% Changes resistances: +22% cold Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 158% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +144 Damage (Melee): +11 light / +13 darkness When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +4 Cun / +5 Mag Changes resistances: +14% light / +11% darkness Changes damage: +13% light / +13% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() barbed quiver of elven-wood arrows (20/20, 170% power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 171% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +14.5% Capacity: 20 On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Naturearc the dwarven-steel pickaxe (dig speed 30 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 * 10% chance to slow global speed by 51% * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 4 nature Changes stats: +2 Str Changes resistances: +21% nature / +9% blight Changes damage: +28% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +1 Armour: +2 Defense: +15 (+7 eff.) Changes stats: +1 Con Changes resistances penetration: +5% physical Critical mult.: +10.00% Stamina each turn: +1.00 Only die when reaching: -20.00 life It can be used to sting an enemy dealing 668 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 22 turns. When used: * Heal for 56. * Gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Lorantir the elven-wood totem of healing [power 404] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +20 (+9 eff.) Changes resistances: +15% temporal / +4% physical Cut immunity: +10% Mental crit. chance: +3% It can be used to heal yourself and all friendly characters within 10 spaces for 404 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 Areldir the Dwarf Stone Warden level 25
19th Profit 122nd year of Ascendancy at 11:04 see stats
By Areldir the Dwarf Stone Warden level 3
17th Voratun 122nd year of Ascendancy at 17:45 see stats
By Areldir the Dwarf Stone Warden level 22
13rd Profit 122nd year of Ascendancy at 05:07 see stats
By Areldir the Dwarf Stone Warden level 18
2nd Profit 122nd year of Ascendancy at 23:26 see stats
By Areldir the Dwarf Stone Warden level 25
19th Profit 122nd year of Ascendancy at 08:54 see stats
By Areldir the Dwarf Stone Warden level 32
37th Profit 122nd year of Ascendancy at 03:02 see stats
By Areldir the Dwarf Stone Warden level 10
26th Voratun 122nd year of Ascendancy at 10:26 see stats
By Areldir the Dwarf Stone Warden level 20
7th Profit 122nd year of Ascendancy at 15:52 see stats
By Areldir the Dwarf Stone Warden level 30
30th Profit 122nd year of Ascendancy at 12:29 see stats
By Areldir the Dwarf Stone Warden level 31
34th Profit 122nd year of Ascendancy at 09:15 see stats
By Areldir the Dwarf Stone Warden level 28
27th Profit 122nd year of Ascendancy at 09:29 see stats
By Areldir the Dwarf Stone Warden level 18
2nd Profit 122nd year of Ascendancy at 23:26 see stats
Log
Shivgoroth's glacial vapour area effect hits Areldir for 32 cold damage.
Shivgoroth's glacial vapour area effect hits Golem for 40 cold damage.
Shivgoroth's glacial vapour area effect hits Cryomancer for 43 cold damage.
Shivgoroth's glacial vapour area effect hits Mayonne the bloated horror for (23 absorbed), 12 cold (12 total damage).
Areldir resists the knockback!
Skeleton master archer's Shoot hits Areldir for 92 physical, 21 lightning, 22 physical, 143 physical (278 total damage).
Golem is seized by a stone vine.
Areldir is confused and fails to use Nature's Touch.
Golem casts Rune: Reflection Shield.
A shield forms around golem.
Shivgoroth misses Areldir.
Skeleton master archer shoots!
Insidious Poison from Areldir hits Mayonne the bloated horror for (6 absorbed), 3 nature (3 total damage).
Stone Vine from Areldir hits Golem for 25 nature, 20 arcane (45 total damage).
Stone Vine from Areldir hits Spitting spider for 25 nature, 25 arcane (50 total damage).
Bleeding from Areldir hits Mayonne the bloated horror for (17 absorbed), 9 physical (9 total damage).
Stone Vine from Areldir hits Cryomancer for 27 nature, 16 arcane (43 total damage).
Areldir shrugs off some effects!
Areldir is no longer pinned.
Mayonne the bloated horror's Hiemal Shield hits Areldir for 34 cold damage.
Mayonne the bloated horror uses Mind Sear.
Mayonne the bloated horror deactivates Hiemal Shield.
Shivgoroth HEALS from cold damage!
Mayonne the bloated horror hits Areldir for 157 mind damage.
Shivgoroth's glacial vapour area effect hits Cryomancer for 43 cold damage.
Shivgoroth's glacial vapour area effect hits Mayonne the bloated horror for (19 absorbed), 16 cold (16 total damage).
Shivgoroth's glacial vapour area effect hits Shivgoroth for 0 cold, 36 healing (0 total damage) [36 healing].
Shivgoroth's glacial vapour area effect hits Golem for (40 absorbed), 0 cold (0 total damage).
Areldir the level 34 dwarf stone warden was mentally tortured to death by Mayonne the bloated horror on level 34 of Infinite Dungeon.