












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Archer |
| Level / Exp | 39 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Shardskin at level 17 on the 6th Wealth 122nd year of Ascendancy at 15:29 0 / 9Killed by ghoul at level 25 on the 7th Gold 123rd year of Ascendancy at 12:34 Killed by The Master at level 26 on the 11st Gold 123rd year of Ascendancy at 02:20 Killed by elven cultist at level 26 on the 20th Gold 123rd year of Ascendancy at 16:53 Killed by Celia at level 29 on the 6th Profit 123rd year of Ascendancy at 05:10 Killed by Rak'Shor Cultist at level 37 on the 13rd Wealth 124th year of Ascendancy at 07:33 Killed by Poltergeist Rod of Sarrilon at level 39 on the 5th Dearth 124th year of Ascendancy at 17:21 Killed by Poltergeist Rod of Sarrilon at level 39 on the 5th Dearth 124th year of Ascendancy at 17:53 Killed by Poltergeist Rod of Sarrilon at level 39 on the 5th Dearth 124th year of Ascendancy at 18:18 |
Primary Stats
| Strength | 67 (base 41) |
| Dexterity | 87 (base 60) |
| Constitution | 68 (base 47) |
| Magic | 12 (base 14) |
| Willpower | 39 (base 10) |
| Cunning | 27 (base 14) |
Resources
| Life | -138/1430 |
| Mana | 453/473 |
| Stamina | 254/306 |
| Healing Factor | 1.0381295749343 |
| Regeneration | 10.640828143076 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 25.082562303769 |
| See Invisible | 25.082562303769 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 61 |
| Crit Chance | 24% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 61 |
| Crit Chance | 29% |
| APR | 27 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Fire | +6% |
| Temporal | +16% |
| Nature | +9% |
| Physical | +6% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Cold | +25% |
| Lightning | +5% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31 (89.687909656376%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 47 |
| Mental Save | 41 |
Defense: Resistances
| Blight | + 36%( 70%) |
| Arcane | + 19%( 70%) |
| Mind | + 18%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 29%( 70%) |
| Cold | + 39%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 58%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 494 damage for 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse 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 47 with a minimum range of 15. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Cunning / Poisons | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 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 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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You 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 failed to protect the lone alchemist from death by Shardskin. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by dread. Escort: lone alchemist (level 8 of Dreadfell) | 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 Strength by +5. | done |
You failed to protect the repented thief from death by shadowblade. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 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: 410. | 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 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed vial of greater demon bile. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Chillpython' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes resistances: +12% blight / +12% fire / +5% arcane / +18% cold Changes resistances penetration: +25% cold Changes damage: +6% nature Stamina each turn: +0.70 Maximum life: +51.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Star Shot (20/20, 139% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Fire Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
| Light source | dwarven lantern 'Magmarock'Requires: - Level 35 Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% blight / +6% fire / +6% light / +6% nature Changes damage: +3% darkness / +6% fire Spell save: +15 (+5 eff.) Life regen: +4.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
| On head | Holdir the drakeskin leather cap (0 def, 17 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +3 (+1 eff.) Armour: +17 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 16% Changes stats: +8 Str / +8 Con Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life A cap made of leather. |
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 2/6) : Effective talent level: 2.0 Power cost: 6 out of 2/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 149.91 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | innervating elven-wood wand of shielding [power 314] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 36% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 51.02 You won the Ring of Blood trial, and this is your reward. |
| On fingers | stralite ring 'Undeathbane'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Damage when hit (Melee): 4 nature Changes stats: +4 Wil Changes resistances: +16% temporal / +3% mind / +9% nature Changes resistances penetration: +15% mind Changes damage: +3% nature / +16% temporal Mental save: +8 (+3 eff.) Life regen: +6.00 Maximum life: +79.00 Healing mod.: +17% Rings make your fingers look great! |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 27/35) : Effective talent level: 2.0 Power cost: 35 out of 27/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 233 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | TuryhellRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +5 Str / +4 Wil / +2 Cun Changes damage: +6% mind Psi when hit: +0.24 Mindpower: +25 (+9 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Shocksweeper the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +3 Con / +3 Wil Changes resistances penetration: +5% lightning Changes damage: +6% physical Mental save: +8 (+3 eff.) Only die when reaching: -80.00 life Maximum life: +40.00 Maximum stamina: +20.00 A belt that goes around your waist. |
| In off hand | Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 46/50) : Effective talent level: 2.0 Power cost: 50 out of 46/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Main armor | Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% 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. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
shielding rune of the titan (absorb 498; dur 4; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 498 damage for 4 turns. Its effects scale with your Constitution 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. |
stormshield rune of the sneak (threshold 39; blocks 3; dur 4; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 39 up to 3 times. Its effects scale with your Cunning 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. |
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! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gladiator's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +7 Str / +6 Con Rings make your fingers look great! |
Eksatin's Ultimatum (175% power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Icy Kill (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Moon (100% power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 100% Range: 1.3x Uses stats: 20% Str, 20% Dex Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Rainslice (134% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 6 * Create an explosion dealing 15 cold damage (1/turn) Damage (Melee): +14 blight Damage (radius 1) on hit: +12 nature / +4 mind When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+2 eff.) Changes resistances penetration: +10% mind / +19% cold Changes damage: +16% cold / +6% nature / +9% mind Disease immunity: +22% Disarm immunity: +29% Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Star (100% power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 100% Range: 1.3x Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Rainspiker the yew longbowRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 On weapon hit: * 20% chance to slow global speed by 54% Travel speed: +200% Damage (Ranged): +17 acid When wielded/worn: Ammo reloads per turn: +4 Changes stats: +4 Dex Changes resistances penetration: +20% physical Changes damage: +21% acid Maximum stamina: +30.00 Longbows are used to shoot arrows at your foes. |
Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+8 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+19 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 52 to 104 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
mighty elven-wood longbow of piercingRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +14 Physical power: +11 (+3 eff.) Changes stats: +5 Str Changes resistances penetration: +9% all Longbows are used to shoot arrows at your foes. |
yew longbow 'Tulidukath'Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +20 mind When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +15 Changes stats: +6 Cun Changes resistances: +5% arcane Changes resistances penetration: +15% all Spell save: +18 (+6 eff.) Mindpower: +25 (+9 eff.) Longbows are used to shoot arrows at your foes. |
Core of the Forge (127% power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+6 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 23.10 mind damage, 23.10 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 1.86 mind and 1.86 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Serpent's Glare (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 255.97 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Belira the Darkbiter (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+5 eff.) Changes resistances: +6% acid / +6% temporal / +20% darkness / +6% blight / +3% nature Physical save: +11 (+3 eff.) Spell save: +18 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phlegmqueen (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +5 Wil Changes resistances: +6% nature / +6% fire Changes resistances penetration: +25% fire Changes damage: +6% nature Maximum life: +58.00 Maximum stamina: +14.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+4 eff.) Life regen: +0.20 Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+8 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+4 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
nimble reinforced leather armour of the deep (18 def, 9 armour) =breathing=Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +9 Defense: +18 (+5 eff.) Fatigue: +8% Changes stats: +5 Dex Changes resistances: +5% acid / +8% cold Allows you to breathe in: water Movement speed: +20% A suit of armour made of leather. |
radiant reinforced leather armour of command (21 def, 13 armour)Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +21 (+5 eff.) Fatigue: +8% Changes stats: +3 Cun / +5 Wil Changes resistances: +18% blight / +12% darkness Mental save: +14 (+5 eff.) Light radius: +2 A suit of armour made of leather. |
Porisema (0 def, 13 armour, 182% power, 184 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +184 When wielded/worn: Armour: +13 Fatigue: +8% Changes resistances: +9% blight / +23% fire / +3% light Talent granted: +1 Block Spell save: +12 (+4 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Maximum life: +100.00 Handheld deflection devices. |
Hettugar the Undeathcrypt (18/20, 164% power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 164% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +19.5% Capacity: 20 On weapon hit: * 20% chance to slow global speed by 54% On weapon crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 mind Damage (radius 1) on hit: +20 nature Damage (radius 2) on crit: +20 mind Arrows are used with bows to pierce your foes to death. |
Quenchravager the quiver of yew arrows (8/20, 137% power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 137% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * 20% chance to reduce armor by 16% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +20 acid / +24 fire / +20 blight Damage (radius 2) on crit: +20 cold / +17 fire Arrows are used with bows to pierce your foes to death. |
Samalestir (58/61, 138% power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 139% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 61 Travel speed: +200% Damage (radius 1) on hit: +20 physical When wielded/worn: Ammo reloads per turn: +7 Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of elven-wood arrows of vileness (52/52, 157% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 158% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 52 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Damage (Ranged): +11 blight When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of elven-wood arrows (21/21, 155% power, 14 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 155% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage Damage (Ranged): +38 physical Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Nightblow' (0/16, 154% power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 155% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +14.0% Capacity: 16 On weapon hit: * 20% chance to reduce damage dealt by 22% On weapon crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 lightning / +8 darkness Damage (radius 1) on hit: +20 light Damage (radius 2) on crit: +16 darkness Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Radianceswift' (21/21, 139% power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 139% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 Damage (Ranged): +8 light Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +20 mind / +8 light Arrows are used with bows to pierce your foes to death. |
48 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. |
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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-8 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+12 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe of wreckage (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +9 Changes stats: +4 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Corrupted heart of the Sandworm QueenPowered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
Brenirain the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +6% blight Changes resistances penetration: +20% mind / +10% acid Changes damage: +24% blight Physical save: +9 (+2 eff.) Light radius: +4 Healing mod.: +21% A normal brass lantern, enhanced by alchemy to make it brighter. |
void-walker's alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% blight / +6% temporal / +8% darkness / +7% cold Spellpower: +4 (+4 eff.) Spell crit. chance: +3% Light radius: +4 Infravision radius: +4 See invisible: +7 Defense after a teleport: +15 Resist all after a teleport: +14% New effects duration reduction after a teleport: +18% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 47 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 =portal to the east=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Bokiroran (21/21, 164% power, 6 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 164% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 20 arcane resource burn Travel speed: +200% Damage (Ranged): +19 nature When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Quenchraider (23/23, 171% power, 16 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 171% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +10.0% Capacity: 23 Travel speed: +200% Damage (Ranged): +12 acid / +20 cold Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +20 cold Shots are used with slings to pummel your foes to death. |
Singewolf the pouch of voratun shots (22/22, 179% power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 180% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 20% chance to slow global speed by 54% * 20 arcane resource burn Damage (Ranged): +20 fire Damage (radius 2) on crit: +20 fire Shots are used with slings to pummel your foes to death. |
Sulfurtrencher (22/22, 165% power, 6 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 20% chance to slow global speed by 54% * 20% chance to knock the target back 3 spaces and deal 170 physical damage Damage (Ranged): +8 nature / +16 fire / +27 physical Damage (radius 1) on hit: +16 fire Damage (radius 2) on crit: +20 nature / +20 fire Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots (20/20, 158% power, 5 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 158% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage Damage (Ranged): +5 physical Shots are used with slings to pummel your foes to death. |
extending elven-wood totem of stinging [power 332] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 362 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Lerron the Dwarf Archer level 33
16th Iron 124th year of Ascendancy at 16:39 see stats
Brave new world
Went to the Far East and took part in the war.By Lerron the Dwarf Archer level 37
41st Profit 124th year of Ascendancy at 23:04 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Lerron the Dwarf Archer level 29
27th Voratun 123rd year of Ascendancy at 05:12 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Lerron the Dwarf Archer level 28
42nd Stralite 123rd year of Ascendancy at 04:26 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Lerron the Dwarf Archer level 36
9th Stralite 124th year of Ascendancy at 00:10 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Lerron the Dwarf Archer level 39
4th Dearth 124th year of Ascendancy at 13:52 see stats
Exterminator
Killed 1000 creatures.By Lerron the Dwarf Archer level 19
8th Wealth 122nd year of Ascendancy at 14:41 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lerron the Dwarf Archer level 27
30th Gold 123rd year of Ascendancy at 06:05 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lerron the Dwarf Archer level 21
12nd Steel 123rd year of Ascendancy at 11:10 see stats
Level 10
Got a character to level 10.By Lerron the Dwarf Archer level 10
9th Profit 122nd year of Ascendancy at 16:07 see stats
Level 20
Got a character to level 20.By Lerron the Dwarf Archer level 20
8th Loss 122nd year of Ascendancy at 01:51 see stats
Level 30
Got a character to level 30.By Lerron the Dwarf Archer level 30
2nd Wealth 123rd year of Ascendancy at 01:10 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Lerron the Dwarf Archer level 19
22nd Wealth 122nd year of Ascendancy at 04:27 see stats
Size matters
Did over 600 damage in one attack.By Lerron the Dwarf Archer level 23
5th Gold 123rd year of Ascendancy at 05:56 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Lerron the Dwarf Archer level 36
9th Stralite 124th year of Ascendancy at 08:11 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Lerron the Dwarf Archer level 5
19th Voratun 122nd year of Ascendancy at 00:58 see stats
The secret city
Discovered the truth about mages.By Lerron the Dwarf Archer level 21
28th Steel 123rd year of Ascendancy at 03:53 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Lerron the Dwarf Archer level 19
26th Wealth 122nd year of Ascendancy at 02:51 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Lerron the Dwarf Archer level 27
26th Gold 123rd year of Ascendancy at 16:38 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Lerron the Dwarf Archer level 19
9th Wealth 122nd year of Ascendancy at 15:38 see stats
Unstoppable
Returned from the dead.By Lerron the Dwarf Archer level 39
5th Dearth 124th year of Ascendancy at 17:53 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Lerron the Dwarf Archer level 32
8th Loss 123rd year of Ascendancy at 07:23 see stats
Log
Poltergeist Rod of Sarrilon's spell attains critical power!
Poltergeist Rod of Sarrilon teleports some damage to Lerron!
Thunderstorm hits Lerron for (21 absorbed), 0 lightning (0 total damage).
Mindrot hits Lerron for (8 absorbed), 0 mind, (9 absorbed), 0 darkness (0 total damage).
Burning from Lerron hits Poltergeist Rod of Sarrilon for (4 teleported), 0 fire (0 total damage).
Burning from Lerron hits Lerron for (4 absorbed), 4 teleported (4 total damage).
Poltergeist Rod of Sarrilon casts Pulverizing Auger.
Mirror Image (Poltergeist Rod of Sarrilon) casts Pulverizing Auger.
Mirror Image (Poltergeist Rod of Sarrilon) hits Lerron for (62 absorbed), 0 physical (0 total damage).
Poltergeist Rod of Sarrilon hits Lerron for (206 absorbed), 0 physical (0 total damage).
Burning from Lerron hits Mirror Image (Poltergeist Rod of Sarrilon) for 0 fire damage.
Poltergeist Rod of Sarrilon's mind surges with critical power!
Poltergeist Rod of Sarrilon teleports some damage to Lerron!
Thunderstorm hits Lerron for (16 absorbed), 0 lightning (0 total damage).
Mindrot hits Lerron for (10 absorbed), 0 mind, (12 absorbed), 0 darkness (0 total damage).
Burning from Lerron hits Poltergeist Rod of Sarrilon for (4 teleported), 0 fire (0 total damage).
Burning from Lerron hits Lerron for (4 absorbed), 4 teleported (4 total damage).
Animated shimmering dragonbone magestaff of the prodigy casts Freeze.
Lerron shrugs off the effect 'Frozen'!
Mirror Image (Animated shimmering dragonbone magestaff of the prodigy) casts Freeze.
Lerron is encased in ice!
Animated shimmering dragonbone magestaff of the prodigy hits Lerron for (82 absorbed), 0 cold (0 total damage).
Mirror Image (Animated shimmering dragonbone magestaff of the prodigy) hits Lerron for (11 absorbed), 0 cold (0 total damage).
Poltergeist Rod of Sarrilon casts Chain Lightning.
Poltergeist Rod of Sarrilon's spell attains critical power!
Your shield crumbles under the damage!
The shield around Lerron crumbles.
Poltergeist Rod of Sarrilon hits Lerron for (12 absorbed), (81 to ice), 121 lightning (121 total damage).
Lerron the level 39 dwarf archer was bolted to death by a Poltergeist Rod of Sarrilon on level 1 of Hidden Vault - Grushnak Pride (1).


















































































































