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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 35 / 29% |
Size | big |
Lifes / Deaths | Killed by Weirdling Beast at level 19 on the 38th Dearth 122nd year of Ascendancy at 16:56 0 / 8Killed by Weirdling Beast at level 19 on the 38th Dearth 122nd year of Ascendancy at 19:33 Killed by Yvesethra the elven mage at level 30 on the 32nd Steel 123rd year of Ascendancy at 19:13 Killed by Cyreyavena the stone troll at level 30 on the 8th Gold 123rd year of Ascendancy at 15:56 Killed by ghoul at level 33 on the 22nd Gold 123rd year of Ascendancy at 10:18 Killed by overpowered greater multi-hued wyrm at level 35 on the 28th Gold 123rd year of Ascendancy at 21:36 Killed by overpowered greater multi-hued wyrm at level 35 on the 28th Gold 123rd year of Ascendancy at 23:46 Killed by overpowered greater multi-hued wyrm at level 35 on the 29th Gold 123rd year of Ascendancy at 00:50 |
Primary Stats
Strength | 52 (base 36) |
Dexterity | 11 (base 10) |
Constitution | 33 (base 17) |
Magic | 78 (base 58) |
Willpower | 66 (base 36) |
Cunning | 37 (base 20) |
Resources
Life | -32/1052 |
Mana | 384/584 |
Equilibrium | 65 |
Psi | 156/156 |
Healing Factor | 1.1789294477288 |
Regeneration | 0.29473236193216 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 58.659090645029 |
See Invisible | 58.659090645029 |
Offense: Mainhand
Damage | 119 |
Accuracy | 43 |
Crit Chance | 13% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 51 |
Accuracy | 43 |
Crit Chance | 18% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Light | +12% |
Lightning | +15% |
Darkness | +40% |
Physical | +7% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Acid | +5% |
Arcane | +15% |
Darkness | +20% |
Defense: Base
Armour (hardiness) | 82.723073231961 (96.438666929426%) |
Defense | 21 |
Ranged Defense | 26 |
Fatigue | 12 |
Physical Save | 54 |
Spell Save | 68 |
Mental Save | 63 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 3%( 70%) |
Cold | + 21%( 70%) |
All | + 3%( 70%) |
Darkness | + 27%( 70%) |
Light | + 27%( 70%) |
Temporal | + 32%( 70%) |
Fire | + 12%( 70%) |
Lightning | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 80% |
Confusion Resistance | 0% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 467 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 490 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Deeprock | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Cyrariwyn the cold drake hatchling. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by white worm mass. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Arolessra the lesser vampire. Escort: temporal explorer (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 286. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed pouch of bone giant dust. * You've found the needed skeleton mage skull. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed orc heart. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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! | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | miner's pair of hardened leather boots of massiveness (0 def, 6 armour) miner's pair of hardened leather boots of massiveness (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Changes stats: +5 Str / +5 Con Changes damage: +7% physical Infravision radius: +2 Size category: +1 A pair of boots made of leather. |
Light source | Scorchspar ScorchsparInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +3 Wil Changes resistances: +3% acid / +3% fire Changes resistances penetration: +5% acid Changes damage: +6% mind / +6% acid Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | dwarven-steel helm 'Murkveil' (0 def, 4 armour) dwarven-steel helm 'Murkveil' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Str / +5 Cun / +3 Con Changes resistances penetration: +20% darkness Mental save: +6 (+1 eff.) Psi when hit: +0.12 Mindpower: +20 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | quick elven-wood totem of thorny skin [power 36] (12 cooldown) quick elven-wood totem of thorny skin [power 36] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 36 and armour hardiness by 60% Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 30 Damage (Melee): 19 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 30 Damage (Ranged): 16 physical Damage when hit (Melee): 2 arcane Changes stats: +9 Cun / +10 Wil Changes resistances penetration: +15% arcane Mental save: +10 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +1% Mindpower: +8 (+3 eff.) Can be unequipped or rerolled. It can be used to 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 Activation puts all charms on cooldown for 1 turns. "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? |
On fingers | gold ring 'Brenavor' gold ring 'Brenavor'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +3 Str / +3 Dex / +5 Mag / +11 Wil Spell save: +10 (+2 eff.) Rings make your fingers look great! |
Around neck | Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 306 strength, based on Magic) for 5 turns Activation costs 21 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
In main hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Ranged Defense: +10 (+5 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Around waist | Breguharasta the hardened leather belt Breguharasta the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +6% fire / +8% cold Maximum encumbrance: +28 Mental save: +8 (+2 eff.) Mana each turn: +0.04 Spellpower: +14 (+4 eff.) Spell crit. chance: +2% Damage Shield penetration: +30% A belt that goes around your waist. |
In off hand | Lunar Shield (0 def, 20 armour, 45-63 power, 250 block) Lunar Shield (0 def, 20 armour, 45-63 power, 250 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Darkness Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +20 Fatigue: +2% Changes resistances: +25% darkness Changes damage: +40% darkness Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight Talent granted: +1 Block Spellpower: +20 (+5 eff.) Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. This item has been sent to the Item's Vault. |
Cloak | linen cloak 'Ulanaridur' (1 def, 6 armour) linen cloak 'Ulanaridur' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +3 Cun / +3 Mag Changes resistances: +10% cold Changes resistances penetration: +5% blight Spellpower on spell critical (stacks up to 3 times): +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Revenant (8 def, 20 armour) Revenant (8 def, 20 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Silence immunity: +0% Confusion immunity: +0% Pinning immunity: +0% Stun/Freeze immunity: +80% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. This item has been sent to the Item's Vault. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Rings make your fingers look great! |
gold amber ring gold amber ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Defense: +8 (+4 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +37% nature / +8% blight Changes damage: +13% nature / +8% all Critical mult.: +10.00% Poison immunity: +18% Disease immunity: +21% Maximum hate: +4.00 Spell crit. chance: +4% Mental crit. chance: +6% Rings make your fingers look great! |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
marksman's copper ring of light (+20%) marksman's copper ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
savior's steel ring of the mountain (+12%) savior's steel ring of the mountain (+12%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% physical Changes damage: +12% physical Physical save: +7 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Rings make your fingers look great! |
steel ring 'Tarrogorn' steel ring 'Tarrogorn'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Defense: +5 (+3 eff.) Changes resistances: +12% acid / +5% arcane / +6% blight Physical save: +6 (+2 eff.) Only die when reaching: -60.00 life Spellpower: +7 (+2 eff.) Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
Salareth (47-70 power, 3 apr) Salareth (47-70 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.0 - 70.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 4). On weapon hit: * 10% chance to reduce armor by 40% Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +12 arcane When wielded/worn: Accuracy: +24 (+8 eff.) Damage when hit (Melee): 4 arcane Changes stats: +2 Str Changes resistances: +12% acid / +5% arcane Changes damage: +10% physical Massive two-handed battleaxes. |
throat-seeking reinforced leather sling of cunning (+3) throat-seeking reinforced leather sling of cunning (+3)Requires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 On weapon crit: * silences the target Damage (Ranged): +13 nature When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +8% nature / +6% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Cloudwake (20-24 power, 4 apr, darkness element)Cloudwake (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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: Defense: +11 (+6 eff.) Effects on melee hit: * 20% chance to reduce armor by 40% Changes stats: +12 Str / +4 Mag / +3 Wil Changes resistances: +6% lightning Changes damage: +20% darkness / +9% acid Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +7 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.5 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 153.74 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Trident of the Tides (80-112 power, 20 apr) Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+4 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 51 power out of 150/150) : Effective talent level: 4.5 Power cost: 51 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 261.77. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Blood-Letter (33-46 power, 4.5 apr) Blood-Letter (33-46 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 21 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Zerydogen ZerydogenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +5.0% Defense: +10 (+5 eff.) Changes stats: +2 Cun Life regen: +1.20 Healing mod.: +12% A belt that goes around your waist. |
noble's hardened leather belt of magery noble's hardened leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag / +10 Wil / +5 Cun Damage against: +27% Summoned Reduced damage from: +26% Summoned Spell crit. chance: +4% A belt that goes around your waist. |
noble's hardened leather belt of recklessness noble's hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Changes stats: +5 Cun / +4 Wil Damage against: +23% Summoned Reduced damage from: +23% Summoned Critical mult.: +8.00% A belt that goes around your waist. |
Beladhetha (2 def, 0 armour) Beladhetha (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +5 Mag Changes resistances: +4% physical Physical save: +6 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower: +25 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stormwoven Robe of the Worm of fire (+6%) (0 def, 0 armour) stormwoven Robe of the Worm of fire (+6%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Str / +4 Mag / +5 Wil Changes resistances: +6% lightning / +6% cold / +18% fire / +7% all Changes damage: +9% lightning / +7% physical / +12% fire / +7% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anoldir the Phoenixonslaught (10 def, 3 armour) Anoldir the Phoenixonslaught (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Changes stats: +5 Dex / +4 Wil / +9 Lck Changes resistances: +15% fire / +6% mind / +9% cold Stealth bonus: +7 Light radius: +3 A pair of boots made of leather. |
Poryrimina the Windbringer (0 def, 5 armour) Poryrimina the Windbringer (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes stats: +1 Wil Changes resistances: +3% nature Changes resistances penetration: +20% mind Changes damage: +6% nature Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of iron boots (0 def, 3 armour) dreamer's pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +3 Wil Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) 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 (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. stealthy pair of hardened leather boots of spellbinding (0 def, 3 armour)stealthy pair of hardened leather boots of spellbinding (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Dex / +3 Mag / +7 Lck Stealth bonus: +8 Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Gloomsear (0 def, 2 armour) Gloomsear (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage (Melee): 8 lightning Changes stats: +1 Wil Changes resistances: +6% lightning Changes damage: +6% lightning / +15% fire Critical mult.: +10.00% Maximum mana: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Urudor (10 def, 2 armour) Urudor (10 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+4 eff.) Physical power: +8 (+3 eff.) Armour: +2 Defense: +10 (+5 eff.) Fatigue: +3% Damage (Melee): 5 fire Changes stats: +4 Str / +3 Dex Changes resistances: +6% mind / +6% fire Changes damage: +6% fire Pinning immunity: +20% 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. |
brawler's drakeskin leather gloves (0 def, 3 armour) brawler's drakeskin leather gloves (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) 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. |
iron gauntlets of magic (+2) (0 def, 1 armour) iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag Changes damage: +4% arcane 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. |
umbral dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) umbral dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 darkness Changes stats: +3 Mag Changes resistances: +5% darkness Changes damage: +4% darkness / +3% arcane 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. |
Khelustir the linen wizard hat (1 def, 0 armour) Khelustir the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+1 eff.) Changes resistances penetration: +25% physical Changes damage: +11% arcane / +9% physical Physical save: +3 (+1 eff.) Maximum mana: +11.00 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. thaloren hardened leather cap of absorption (0 def, 3 armour)thaloren hardened leather cap of absorption (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Wil Changes resistances: +9% blight Mental save: +9 (+2 eff.) Stamina when hit: +1.60 Equilibrium when hit: +1.70 A cap made of leather. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+12 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 22 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. This item has been sent to the Item's Vault. |
rejuvenating stralite plate armour of Eyal (0 def, 13 armour) rejuvenating stralite plate armour of Eyal (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Life regen: +10.20 Stamina each turn: +0.90 Maximum life: +34.00 Healing mod.: +14% A suit of armour made of metal plates. |
Summertide (17 def, 15 armour, 52-62 power, 260 block) Summertide (17 def, 15 armour, 52-62 power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+9 eff.) Ranged Defense: +17 (+9 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 48.68 to 60.85 light damage (based on Willpower and Cunning) Activation costs 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level. icy stralite shield of arcane resistance (+14%) (0 def, 8 armour, 44-52 power, 133.5 block)icy stralite shield of arcane resistance (+14%) (0 def, 8 armour, 44-52 power, 133.5 block) Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 43.5 - 52.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +134 When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 19 cold Damage when hit (Melee): 13 ice Changes resistances: +14% arcane Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced stralite shield of crushing (0 def, 13 armour, 50-61 power, 194.5 block)reinforced stralite shield of crushing (0 def, 13 armour, 50-61 power, 194.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +194 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +11.0% Physical power: +9 (+3 eff.) Armour: +13 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
384 alchemist agate 384 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Skyrebel the dwarven-steel pickaxe (dig speed 23 turns) Skyrebel the dwarven-steel pickaxe (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Damage when hit (Melee): 6 arcane Changes stats: +3 Cun / +2 Str Changes resistances: +9% fire Changes resistances penetration: +20% lightning / +5% arcane Changes damage: +6% lightning Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's iron pickaxe (dig speed 40 turns) crystalomancer's iron pickaxe (dig speed 40 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag Maximum mana: +20.00 Spell crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eilinumitha the Chillvein Eilinumitha the ChillveinInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +15% acid / +3% cold / +3% all Changes damage: +3% acid Spell save: +6 (+1 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 226.80 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Aregawen' brass lantern 'Aregawen'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +1 Wil / +1 Con Critical mult.: +10.00% Mental crit. chance: +3% Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 512.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Baryrig [power 25] (22 cooldown) Baryrig [power 25] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +2 Defense: +5 (+3 eff.) Changes stats: +2 Con It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (13 cooldown) iron torque of mindblast [power 100] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 106 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Fulofang the Icewedge [power 386] (13 cooldown)Fulofang the Icewedge [power 386] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes resistances: +21% lightning Changes resistances penetration: +15% cold Changes damage: +18% cold Light radius: +3 See invisible: +9 It can be used to sting an enemy dealing 386 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 49% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Silonn [power 386] (13 cooldown) Silonn [power 386] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +4 Cun / +6 Mag Changes resistances penetration: +15% blight Mana each turn: +0.20 Vim when firing critical spell: +2.00 Damage Shield penetration: +30% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 88 lightning damage and will be dazed for 1 turn (443 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Metro the Dwarf Stone Warden level 30
31st Steel 123rd year of Ascendancy at 10:32 see stats
By Metro the Dwarf Stone Warden level 21
30th Loss 122nd year of Ascendancy at 02:42 see stats
By Metro the Dwarf Stone Warden level 30
29th Steel 123rd year of Ascendancy at 12:46 see stats
By Metro the Dwarf Stone Warden level 34
24th Gold 123rd year of Ascendancy at 14:26 see stats
By Metro the Dwarf Stone Warden level 35
28th Gold 123rd year of Ascendancy at 21:20 see stats
By Metro the Dwarf Stone Warden level 32
20th Gold 123rd year of Ascendancy at 17:33 see stats
By Metro the Dwarf Stone Warden level 21
21st Loss 122nd year of Ascendancy at 22:07 see stats
By Metro the Dwarf Stone Warden level 31
9th Gold 123rd year of Ascendancy at 17:42 see stats
By Metro the Dwarf Stone Warden level 33
23rd Gold 123rd year of Ascendancy at 10:01 see stats
By Metro the Dwarf Stone Warden level 19
7th Loss 122nd year of Ascendancy at 09:38 see stats
By Metro the Dwarf Stone Warden level 19
38th Dearth 122nd year of Ascendancy at 21:47 see stats
By Metro the Dwarf Stone Warden level 10
3rd Profit 122nd year of Ascendancy at 11:33 see stats
By Metro the Dwarf Stone Warden level 20
7th Loss 122nd year of Ascendancy at 13:23 see stats
By Metro the Dwarf Stone Warden level 30
29th Steel 123rd year of Ascendancy at 12:27 see stats
By Metro the Dwarf Stone Warden level 35
28th Gold 123rd year of Ascendancy at 22:59 see stats
By Metro the Dwarf Stone Warden level 32
9th Gold 123rd year of Ascendancy at 18:59 see stats
By Metro the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 07:38 see stats
By Metro the Dwarf Stone Warden level 11
4th Profit 122nd year of Ascendancy at 13:45 see stats
By Metro the Dwarf Stone Warden level 21
9th Loss 122nd year of Ascendancy at 09:25 see stats
By Metro the Dwarf Stone Warden level 21
10th Shortage 122nd year of Ascendancy at 07:56 see stats
By Metro the Dwarf Stone Warden level 28
28th Steel 123rd year of Ascendancy at 11:42 see stats
By Metro the Dwarf Stone Warden level 19
38th Dearth 122nd year of Ascendancy at 15:58 see stats
By Metro the Dwarf Stone Warden level 28
29th Steel 123rd year of Ascendancy at 01:16 see stats
Log
Bleeding from Metro hits Overpowered greater multi-hued wyrm for 37 physical damage.
Melee retaliation hits Metro for (6 flat reduction), 0 lightning, (7 flat reduction), 0 fire, (3 flat reduction), 0 cold, (9 flat reduction), 0 acid (0 total damage).
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for (32 flat reduction), 21 cold, (1 flat reduction), 0 fire (21 total damage).
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for (15 flat reduction), 12 cold, (1 flat reduction), 0 fire (12 total damage).
Overpowered greater multi-hued wyrm hits Metro for (4 flat reduction), 0 cold, (3 flat reduction), 0 fire (0 total damage).
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for 47 cold, 1 fire (48 total damage).
Orc cryomancer's ice storm area effect hits Overpowered greater multi-hued wyrm for (32 flat reduction), 4 cold (4 total damage).
Orc cryomancer's ice storm area effect hits Metro for (20 flat reduction), 35 cold (35 total damage).
Orc cryomancer's ice storm area effect hits Overpowered greater multi-hued wyrm for (15 flat reduction), 13 cold (13 total damage).
Orc cryomancer's ice storm area effect hits Overpowered greater multi-hued wyrm for 33 cold damage.
Melee retaliation hits Overpowered greater multi-hued wyrm for 2 lightning, 1 fire, 1 cold, 4 acid (8 total damage).
Overpowered greater multi-hued wyrm's fire area effect hits Metro for (20 flat reduction), 43 fire (43 total damage).
Melee retaliation hits Overpowered greater multi-hued wyrm for 1 lightning, 1 fire, 2 cold, 4 acid (8 total damage).
Melee retaliation hits Overpowered greater multi-hued wyrm for 2 lightning, 1 fire, 2 cold, 6 acid (10 total damage).
Overpowered greater multi-hued wyrm breathes poison!
Metro is poisoned!
Overpowered greater multi-hued wyrm breathes acid!
Metro is recovering from the damage!
Overpowered greater multi-hued wyrm breathes fire!
Metro is on fire!
Overpowered greater multi-hued wyrm shrugs off the effect 'Regression'!
Metro's Turn Back the Clock hits Overpowered greater multi-hued wyrm for (15 flat reduction), 46 temporal (46 total damage).
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for (32 flat reduction), 246 acid (246 total damage).
Overpowered greater multi-hued wyrm hits Metro for (20 flat reduction), 505 acid (505 total damage).
Overpowered greater multi-hued wyrm hits Metro for (20 flat reduction), 69 nature (69 total damage).
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for (15 flat reduction), 33 fire (33 total damage).
Overpowered greater multi-hued wyrm hits Overpowered greater multi-hued wyrm for (32 flat reduction), 47 fire (47 total damage).
Overpowered greater multi-hued wyrm hits Metro for (20 flat reduction), 365 fire (365 total damage).
Burning from Overpowered greater multi-hued wyrm hits Metro for (20 flat reduction), 108 fire (108 total damage).
Metro the level 35 dwarf stone warden was burnt to death by an overpowered greater multi-hued wyrm on level 2 of Vor Armoury.