
















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 | Normal Exploration |
Sex | Male |
Race | Higher |
Class | Sun Paladin |
Level / Exp | 34 / 40% |
Size | medium |
Lifes / Deaths | Killed by orc cryomancer at level 1 on the 29th Dusk 122nd year of Ascendancy at 06:36 / 92Killed by degenerated skeleton warrior at level 1 on the 45th Dusk 122nd year of Ascendancy at 00:35 Killed by degenerated skeleton warrior at level 1 on the 45th Dusk 122nd year of Ascendancy at 02:16 Killed by skeleton archer at level 2 on the 45th Dusk 122nd year of Ascendancy at 06:48 Killed by skeleton warrior at level 2 on the 72nd Dusk 122nd year of Ascendancy at 18:05 Killed by skeleton warrior at level 2 on the 72nd Dusk 122nd year of Ascendancy at 21:37 Killed by skeleton warrior at level 2 on the 73rd Dusk 122nd year of Ascendancy at 04:57 Killed by skeleton warrior at level 2 on the 73rd Dusk 122nd year of Ascendancy at 06:55 Killed by skeleton warrior at level 2 on the 73rd Dusk 122nd year of Ascendancy at 08:36 Killed by skeleton warrior at level 2 on the 73rd Dusk 122nd year of Ascendancy at 10:46 Killed by skeleton warrior at level 2 on the 73rd Dusk 122nd year of Ascendancy at 11:33 Killed by skeleton archer at level 2 on the 73rd Dusk 122nd year of Ascendancy at 15:10 Killed by orc soldier at level 2 on the 75th Dusk 122nd year of Ascendancy at 21:20 Killed by Salonor the skeleton assassin at level 13 on the 20th Haze 122nd year of Ascendancy at 18:43 Killed by Salonor the skeleton assassin at level 13 on the 20th Haze 122nd year of Ascendancy at 21:40 Killed by Salonor the skeleton assassin at level 13 on the 21st Haze 122nd year of Ascendancy at 01:57 Killed by Salonor the skeleton assassin at level 13 on the 21st Haze 122nd year of Ascendancy at 06:52 Killed by Salonor the skeleton assassin at level 13 on the 21st Haze 122nd year of Ascendancy at 11:13 Killed by Salonor the skeleton assassin at level 13 on the 21st Haze 122nd year of Ascendancy at 14:12 Killed by elven cultist at level 14 on the 69th Haze 122nd year of Ascendancy at 11:38 Killed by elven cultist at level 14 on the 69th Haze 122nd year of Ascendancy at 14:09 Killed by Bogannan the human at level 17 on the 4th Decay 122nd year of Ascendancy at 20:24 Killed by carrion worm mass at level 17 on the 5th Decay 122nd year of Ascendancy at 00:33 Killed by Adanin the shalore at level 17 on the 5th Decay 122nd year of Ascendancy at 03:16 Killed by Islamivena the broken golem at level 18 on the 4th Allure 123rd year of Ascendancy at 01:25 Killed by Islamivena the broken golem at level 18 on the 4th Allure 123rd year of Ascendancy at 04:19 Killed by Islamivena the broken golem at level 18 on the 4th Allure 123rd year of Ascendancy at 06:22 Killed by Aerina the golem at level 18 on the 4th Allure 123rd year of Ascendancy at 09:33 Killed by snow giant boulder thrower at level 19 on the 1st Regrowth 123rd year of Ascendancy at 16:59 Killed by snow giant boulder thrower at level 19 on the 1st Regrowth 123rd year of Ascendancy at 22:08 Killed by snow giant thunderer at level 19 on the 1st Regrowth 123rd year of Ascendancy at 23:58 Killed by icy orc wyrmic at level 21 on the 57th Regrowth 123rd year of Ascendancy at 08:34 Killed by Ce'Nilaith the blue jelly at level 21 on the 57th Regrowth 123rd year of Ascendancy at 12:13 Killed by Assassin Lord at level 21 on the 60th Regrowth 123rd year of Ascendancy at 17:07 Killed by Assassin Lord at level 21 on the 60th Regrowth 123rd year of Ascendancy at 18:27 Killed by Assassin Lord at level 21 on the 60th Regrowth 123rd year of Ascendancy at 19:12 Killed by elven mage at level 22 on the 6th Pyre 123rd year of Ascendancy at 17:35 Killed by Grand Corruptor at level 22 on the 6th Pyre 123rd year of Ascendancy at 22:02 Killed by Grand Corruptor at level 22 on the 7th Pyre 123rd year of Ascendancy at 02:55 Killed by Grand Corruptor at level 22 on the 7th Pyre 123rd year of Ascendancy at 05:32 Killed by Grand Corruptor at level 22 on the 7th Pyre 123rd year of Ascendancy at 06:58 Killed by Dinhen the thalore at level 22 on the 14th Pyre 123rd year of Ascendancy at 20:52 Killed by Urkis, the High Tempest at level 22 on the 15th Pyre 123rd year of Ascendancy at 20:24 Killed by Urkis, the High Tempest at level 22 on the 15th Pyre 123rd year of Ascendancy at 23:36 Killed by Urkis, the High Tempest at level 22 on the 16th Pyre 123rd year of Ascendancy at 05:25 Killed by Urkis, the High Tempest at level 22 on the 16th Pyre 123rd year of Ascendancy at 10:44 Killed by Urkis, the High Tempest at level 22 on the 16th Pyre 123rd year of Ascendancy at 16:24 Killed by Urkis, the High Tempest at level 22 on the 16th Pyre 123rd year of Ascendancy at 18:05 Killed by Urkis, the High Tempest at level 22 on the 16th Pyre 123rd year of Ascendancy at 22:31 Killed by Urkis, the High Tempest at level 22 on the 17th Pyre 123rd year of Ascendancy at 02:16 Killed by Urkis, the High Tempest at level 22 on the 17th Pyre 123rd year of Ascendancy at 03:22 Killed by Urkis, the High Tempest at level 22 on the 17th Pyre 123rd year of Ascendancy at 07:43 Killed by Urkis, the High Tempest at level 22 on the 17th Pyre 123rd year of Ascendancy at 10:39 Killed by Urkis, the High Tempest at level 22 on the 17th Pyre 123rd year of Ascendancy at 12:47 Killed by Urkis, the High Tempest at level 22 on the 17th Pyre 123rd year of Ascendancy at 14:02 Killed by Urkis, the High Tempest at level 22 on the 17th Pyre 123rd year of Ascendancy at 17:34 Killed by Urkis, the High Tempest at level 22 on the 17th Pyre 123rd year of Ascendancy at 19:01 Killed by Urkis, the High Tempest at level 22 on the 17th Pyre 123rd year of Ascendancy at 20:08 Killed by Urkis, the High Tempest at level 22 on the 18th Pyre 123rd year of Ascendancy at 00:46 Killed by Urkis, the High Tempest at level 22 on the 18th Pyre 123rd year of Ascendancy at 03:54 Killed by Urkis, the High Tempest at level 22 on the 18th Pyre 123rd year of Ascendancy at 06:41 Killed by Urkis, the High Tempest at level 22 on the 18th Pyre 123rd year of Ascendancy at 08:31 Killed by skeleton warrior at level 24 on the 31st Pyre 123rd year of Ascendancy at 18:12 Killed by armoured skeleton warrior at level 24 on the 31st Pyre 123rd year of Ascendancy at 20:37 Killed by dreaming horror at level 25 on the 34th Pyre 123rd year of Ascendancy at 13:37 Killed by skeleton assassin at level 25 on the 35th Pyre 123rd year of Ascendancy at 09:45 Killed by barrow wight at level 25 on the 35th Pyre 123rd year of Ascendancy at 10:56 Killed by Xanaritha the ghast at level 26 on the 36th Pyre 123rd year of Ascendancy at 13:59 Killed by Poreyalle the vampire lord at level 26 on the 36th Pyre 123rd year of Ascendancy at 20:46 Killed by luminous horror at level 27 on the 37th Pyre 123rd year of Ascendancy at 19:20 Killed by orc assassin at level 27 on the 38th Pyre 123rd year of Ascendancy at 00:06 Killed by elder vampire at level 27 on the 39th Pyre 123rd year of Ascendancy at 00:44 Killed by The Master at level 27 on the 39th Pyre 123rd year of Ascendancy at 02:03 Killed by ghoulking at level 27 on the 39th Pyre 123rd year of Ascendancy at 03:31 Killed by elder vampire at level 27 on the 39th Pyre 123rd year of Ascendancy at 04:37 Killed by Lord of Skulls (warrior) at level 27 on the 39th Pyre 123rd year of Ascendancy at 06:33 Killed by armoured skeleton warrior at level 27 on the 39th Pyre 123rd year of Ascendancy at 08:20 Killed by Glithra the mean looking elven guard at level 28 on the 45th Pyre 123rd year of Ascendancy at 22:48 Killed by Glorelaith the elven cultist at level 28 on the 46th Pyre 123rd year of Ascendancy at 07:39 Killed by elven cultist at level 29 on the 46th Pyre 123rd year of Ascendancy at 17:00 Killed by onilug at level 29 on the 47th Pyre 123rd year of Ascendancy at 15:18 Killed by onilug at level 29 on the 6th Mirth 123rd year of Ascendancy at 01:27 Killed by orc soldier at level 30 on the 8th Mirth 123rd year of Ascendancy at 02:11 Killed by Emeliwe the slimy ooze at level 30 on the 8th Mirth 123rd year of Ascendancy at 11:52 Killed by orc soldier at level 31 on the 8th Mirth 123rd year of Ascendancy at 21:58 Killed by Golbug the Destroyer at level 31 on the 9th Mirth 123rd year of Ascendancy at 00:34 Killed by Golbug the Destroyer at level 31 on the 9th Mirth 123rd year of Ascendancy at 02:52 Killed by Golbug the Destroyer at level 31 on the 9th Mirth 123rd year of Ascendancy at 06:18 Killed by Golbug the Destroyer at level 31 on the 9th Mirth 123rd year of Ascendancy at 08:28 Killed by Cyradavea the corrupted mastocytic feeder at level 31 on the 10th Mirth 123rd year of Ascendancy at 05:00 Killed by Cyradavea the corrupted mastocytic feeder at level 31 on the 10th Mirth 123rd year of Ascendancy at 06:48 Killed by Celia at level 32 on the 32nd Dusk 123rd year of Ascendancy at 02:00 |
Primary Stats
Strength | 75 (base 60) |
Dexterity | 27 (base 12) |
Constitution | 89 (base 29) |
Magic | 95 (base 50) |
Willpower | 34 (base 10) |
Cunning | 26 (base 13) |
Resources
Life | 1291/1291 |
Positive | 69/69 |
Stamina | 279/279 |
Healing Factor | 2.0778604441647 |
Regeneration | 92.98425487637 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 11 |
Infravision | 6 |
See Stealth | 46.602579952692 |
See Invisible | 41.602579952692 |
Offense: Mainhand
Damage | 176 |
Accuracy | 55 |
Crit Chance | 32% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Blight | +3% |
Acid | +9% |
Physical | +21% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Acid | +10% |
Physical | +12% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 45 (57%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 10 |
Physical Save | 60 |
Spell Save | 38 |
Mental Save | 32 |
Defense: Resistances
Light | + 22%( 70%) |
Nature | + 20%( 70%) |
Blight | + 20%( 70%) |
Physical | + 35%( 70%) |
Fire | + 20%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Poison Resistance | 19% |
Blind Resistance | 15% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 470 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 231 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Second Life |
talent | Chant of Fortress |
talent | Righteous Strength |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by orc assassin. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by skeleton magus. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Aerama the vampire. Escort: temporal explorer (level 6 of Dreadfell) | failed |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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 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: 111. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Defense: +10 (+5 eff.) Damage when hit (Melee): 4 darkness Changes stats: +6 Con Light radius: +3 Infravision radius: +1 A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Damage when hit (Melee): 24 fire Changes stats: +1 Con / +7 Mag Changes resistances: +10% fire Changes resistances penetration: +10% acid Changes damage: +9% acid Physical save: +9 (+3 eff.) Mental save: +6 (+3 eff.) Maximum stamina: +20.00 Spellpower: +12 (+4 eff.) Light radius: +7 See stealth: +22 See invisible: +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Physical save: +9 (+3 eff.) Mental save: +7 (+4 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Changes stats: +2 Str Changes resistances: +7% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+9 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Damage when hit (Melee): 4 physical Changes stats: +2 Con Changes damage: +21% physical Life regen: +19.00 Stamina each turn: +3.00 Maximum life: +90.00 Healing mod.: +13% Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +7% blight Poison immunity: +19% Disease immunity: +13% Life regen: +10.00 Maximum life: +61.00 Healing mod.: +12% Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +3% blight / +3% nature Changes resistances penetration: +5% blight Changes damage: +3% blight Life regen: +0.80 Healing mod.: +12% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +10 Wil / +17 Con Changes resistances penetration: +12% physical Disarm immunity: +22% Maximum life: +14.00 Massive two-handed swords. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +17 Armour Hardiness: +12% Fatigue: +5% Damage when hit (Melee): 6 blight Changes stats: +3 Str / +2 Dex / +10 Mag / +5 Wil / +19 Con Changes resistances: +12% physical Talent mastery: +0.20 Technique / Grappling Physical save: +23 (+6 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +84% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 26% and provides a 14% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+5 eff.) Fatigue: +8% Life regen: +11.70 Maximum life: +86.00 Healing mod.: +25% A suit of armour made of leather. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+5 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +12% light Changes resistances penetration: +10% nature Disease immunity: +20% Pinning immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +4 Mag / +5 Cun / +6 Con Life regen: +3.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 207 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 981% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 5 light, 3 cold, 4 mind It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 96 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered 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, 340 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. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% temporal Pinning immunity: +23% Knockback immunity: +24% Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Damage when hit (Melee): 6 nature Changes stats: +4 Con Changes resistances: +12% acid / +9% light Physical save: +8 (+2 eff.) Confusion immunity: +20% Teleport immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +17 (+5 eff.) Changes stats: +7 Str Changes damage: +16% physical Massive two-handed battleaxes. |
![]() Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 17 power out of 20/20) : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.5 - 65.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 155 damage over 5 turns and reducing armor and accuracy by 20 When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +20% light Changes damage: +6% light Light radius: +1 Massive two-handed mauls. |
![]() Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 50% Mag, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 60% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 4). On weapon hit: * Create an explosion dealing 93 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +16% lightning Changes damage: +26% lightning Massive two-handed swords. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 50.0 - 80.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 27 Damage (Melee): +14 blight When wielded/worn: Disease immunity: +16% Massive two-handed swords. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +12 Physical crit. chance: +7.0% Physical power: +12 (+2 eff.) Changes resistances penetration: +10% physical Massive two-handed swords. |
![]() Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 70% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 115 temporal damage and slows enemies in radius 6 of the target by 125% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 9 power out of 10/10) : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 93% damage. Then teleport next to a second random enemy, attacking for 93% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() Requires: - Cunning 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 90% Str, 50% Mag, 20% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Damage (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
![]() 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% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+6 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 7 power out of 10/10) : Effective talent level: 3.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 62.90 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (23% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +3% mind Mental save: +3 (+2 eff.) Maximum life: +40.00 A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +4 Wil Mental save: +15 (+8 eff.) Life regen: +5.00 Maximum life: +35.00 Healing mod.: +15% A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +4 Str / +3 Con Changes resistances: +9% acid / +9% cold Allows you to breathe in: water Maximum life: +62.00 A suit of armour made of mail. |
![]() Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+5 eff.) Fatigue: +8% Life regen: +11.20 Stamina each turn: +1.70 Maximum life: +20.00 Healing mod.: +14% A suit of armour made of leather. |
![]() Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stats: 50% Mag, 100% Str Damage type: Stunning fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+4 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+3 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
![]() 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): Base power: 48.0 - 57.6 Uses stats: 50% Mag, 100% Str Damage type: Physical 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 (+8 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.0 - 87.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +200 Damage (radius 2) on crit: +12 nature When wielded/worn: Armour: +25 Fatigue: +8% Effects on melee hit: * 18 arcane resource burn Damage (Melee): 15 acid / 20 nature Effects when hit in melee: * 12 arcane resource burn Changes stats: +6 Con Changes resistances: +27% acid / +12% lightning / +11% cold / +17% nature / +33% fire Changes damage: +12% physical Talent granted: +1 Block Physical save: +9 (+3 eff.) Handheld deflection devices. |
![]() 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 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) 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 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 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 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +2 Str Changes resistances: +4% physical Knockback immunity: +20% Mana each turn: +0.16 Maximum life: +69.00 Maximum stamina: +20.00 Light radius: +3 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: Changes stats: +2 Str Changes resistances: +7% darkness / +5% fire 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 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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: 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. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% light Changes damage: +3% blight Reduces incoming crit damage: 5.00% Cut immunity: +20% 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 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 115.51 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 115.51 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 34 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 43 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
![]() 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 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. |
![]() 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 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: 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. |
![]() 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 It can be used to sting an enemy dealing 326 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. 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. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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. |
Achievements
By TheWall the Higher Sun Paladin level 28
41st Pyre 123rd year of Ascendancy at 09:13 see stats
By TheWall the Higher Sun Paladin level 29
72nd Pyre 123rd year of Ascendancy at 00:54 see stats
By TheWall the Higher Sun Paladin level 20
16th Regrowth 123rd year of Ascendancy at 04:52 see stats
By TheWall the Higher Sun Paladin level 31
9th Mirth 123rd year of Ascendancy at 09:18 see stats
By TheWall the Higher Sun Paladin level 19
10th Allure 123rd year of Ascendancy at 22:34 see stats
By TheWall the Higher Sun Paladin level 19
1st Regrowth 123rd year of Ascendancy at 21:47 see stats
By TheWall the Higher Sun Paladin level 29
57th Pyre 123rd year of Ascendancy at 01:19 see stats
By TheWall the Higher Sun Paladin level 29
6th Mirth 123rd year of Ascendancy at 01:11 see stats
By TheWall the Higher Sun Paladin level 29
72nd Pyre 123rd year of Ascendancy at 02:54 see stats
By TheWall the Higher Sun Paladin level 27
38th Pyre 123rd year of Ascendancy at 00:04 see stats
By TheWall the Higher Sun Paladin level 32
1st Summertide 123rd year of Ascendancy at 06:48 see stats
By TheWall the Higher Sun Paladin level 10
13rd Haze 122nd year of Ascendancy at 13:35 see stats
By TheWall the Higher Sun Paladin level 20
2nd Regrowth 123rd year of Ascendancy at 22:58 see stats
By TheWall the Higher Sun Paladin level 30
6th Mirth 123rd year of Ascendancy at 03:15 see stats
By TheWall the Higher Sun Paladin level 4
9th Haze 122nd year of Ascendancy at 07:54 see stats
By TheWall the Higher Sun Paladin level 26
36th Pyre 123rd year of Ascendancy at 01:52 see stats
By TheWall the Higher Sun Paladin level 32
50th Dusk 123rd year of Ascendancy at 00:27 see stats
By TheWall the Higher Sun Paladin level 22
60th Regrowth 123rd year of Ascendancy at 23:11 see stats
By TheWall the Higher Sun Paladin level 29
48th Pyre 123rd year of Ascendancy at 03:35 see stats
By TheWall the Higher Sun Paladin level 33
4th Allure 124th year of Ascendancy at 20:35 see stats
By TheWall the Higher Sun Paladin level 24
32nd Pyre 123rd year of Ascendancy at 06:40 see stats
By TheWall the Higher Sun Paladin level 29
72nd Pyre 123rd year of Ascendancy at 00:54 see stats
By TheWall the Higher Sun Paladin level 34
6th Regrowth 124th year of Ascendancy at 10:22 see stats
By TheWall the Higher Sun Paladin level 17
4th Decay 122nd year of Ascendancy at 03:19 see stats
By TheWall the Higher Sun Paladin level 18
3rd Allure 123rd year of Ascendancy at 22:38 see stats
By TheWall the Higher Sun Paladin level 34
5th Regrowth 124th year of Ascendancy at 16:43 see stats
By TheWall the Higher Sun Paladin level 28
46th Pyre 123rd year of Ascendancy at 05:58 see stats
By TheWall the Higher Sun Paladin level 18
10th Allure 123rd year of Ascendancy at 06:40 see stats
By TheWall the Higher Sun Paladin level 27
39th Pyre 123rd year of Ascendancy at 09:29 see stats
Log
Today is the 79th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Ran for 14 turns (stop reason: hostile spotted to the south (adventurers party)).
Ran for 2 turns (stop reason: hostile spotted to the south (adventurers party)).
Today is the 80th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:30.
Today is the 1st Time of Balance of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
Today is the 1st Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 2nd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 3rd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 4th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
Today is the 5th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
Today is the 6th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 04:28.
Today is the 7th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Today is the 8th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
Today is the 9th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Today is the 10th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
There is a A gate into the old kingdom of Reknor here (press '' or right click to use).