













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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:
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 | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 37 / 33% |
| Size | big |
| Lifes / Deaths | Killed by Aerilrama the skeleton magus at level 37 on the 16th Gold 123rd year of Ascendancy at 07:46 / 2Killed by Dokaf's Inner Demon at level 37 on the 17th Gold 123rd year of Ascendancy at 11:25 |
Primary Stats
| Strength | 61 (base 45) |
| Dexterity | 33 (base 10) |
| Constitution | 34 (base 10) |
| Magic | 86 (base 60) |
| Willpower | 80 (base 48) |
| Cunning | 37 (base 10) |
Resources
| Life | -98/1120 |
| Mana | 401/666 |
| Equilibrium | 45 |
| Healing Factor | 1.4253365646231 |
| Regeneration | 14.609699787387 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 51.507954910577 |
| See Invisible | 49.507954910577 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 132 |
| Accuracy | 63 |
| Crit Chance | 40% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 70 |
| Accuracy | 63 |
| Crit Chance | 36% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| Nature | +8% |
| Fire | +9% |
| Cold | +3% |
| Blight | +27% |
| Arcane | +18% |
| Mind | +22% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +25% |
| Fire | +5% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 77.699232954413 (93.404685247777%) |
| Defense | 52 |
| Ranged Defense | 61 |
| Fatigue | 49 |
| Physical Save | 63 |
| Spell Save | 70 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 61%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 30%( 70%) |
| Physical | + 34%( 70%) |
| Mind | + 48%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Confusion Resistance | 41% |
| Pinning Resistance | 17% |
| Disarm Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 41% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 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 207 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch shield | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Deeprock | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 511. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed wretchling eyeball. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. * You've found the needed ice wyrm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of faeros ash. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed xorn fragment. * You've found the needed red crystal shard. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 |
Equipment
| On feet | pair of dwarven-steel boots 'Aditira' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes resistances: +6% acid / +2% physical / +12% cold Changes damage: +12% mind Maximum encumbrance: +30 Physical save: +19 (+5 eff.) Spell save: +15 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 387 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. |
| Light source | brass lantern 'Pyreraze'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Wil / +1 Con Changes resistances: +3% fire Changes resistances penetration: +5% fire Changes damage: +9% fire Reduces incoming crit damage: 5.00% Mental save: +5 (+1 eff.) Light radius: +3 See stealth: +8 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 arcane / 10 vim draining blight Changes stats: +10 Wil / +9 Mag Changes damage: +15% blight / +18% arcane Vim when firing critical spell: +2.00 Maximum vim: +25.00 Spell crit. chance: +4% It can be used to activate talent Vimsense (costing 19 power out of 45/45) : Effective talent level: 3.5 Power cost: 19 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 15% and all saves by 25, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
| On hands | Layuvea the voratun gauntlets (0 def, 12 armour)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: Accuracy: +20 (+5 eff.) Physical crit. chance: +18.0% Armour: +12 Armour Hardiness: +8% Fatigue: +5% Changes stats: +3 Dex / +11 Con Changes resistances: +6% mind / +11% physical Changes damage: +12% blight Critical mult.: +10.00% Maximum vim: +20.00 Spell crit. chance: +16% Mental crit. chance: +8% When used to modify unarmed attacks: Power: 143% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +15 Crit. chance: +25.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tarrylach [power 254] (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +30 (+7 eff.) Changes stats: +1 Str Changes resistances: +2% physical It can be used to heal yourself and all friendly characters within 10 spaces for 254 Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Cleanse 1 total effects of type disease, wound, or poison. * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Mag / +6 Wil / +6 Cun Changes resistances: +10% mind Changes resistances penetration: +25% arcane Changes damage: +10% mind Spell save: +10 (+3 eff.) Mindpower: +9 (+3 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | BeoregofangInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+5 eff.) Defense: +10 (+3 eff.) Fatigue: -5% Damage when hit (Melee): 8 blight Changes stats: +10 Dex / +9 Cun / +7 Con / +13 Lck Changes resistances: +19% mind Confusion immunity: +31% Life regen: +4.00 Stamina each turn: +1.30 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Infravision radius: +2 Movement speed: +10% Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
| In main hand | Shieldsmaiden (5 def, 20 armour, 159% power, 150 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 160% Range: 1.2x Uses stat: 100% Str Damage type: Ice Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. This item has been sent to the Item's Vault. |
| Around waist | Gatta the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Str / +7 Dex / +4 Mag / +4 Wil / +8 Cun Changes resistances: +17% acid / +13% fire / +9% lightning / +9% cold Physical save: +18 (+5 eff.) Spell save: +23 (+6 eff.) Mental save: +18 (+5 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block)Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 170% Range: 1.2x Uses stat: 100% Str Damage type: Fire Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+5 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. This item has been sent to the Item's Vault. |
| Cloak | Hazegrind the linen cloak (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +6 Defense: +6 (+2 eff.) Changes stats: +1 Str / +3 Dex / +2 Cun Changes damage: +3% cold Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Emagabeth the steel plate armour (0 def, 14 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Fatigue: +22% Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +13% acid / +11% physical / +12% lightning / +6% mind / +12% fire / +5% arcane / +10% cold Changes resistances penetration: +10% mind Talent cooldown: Rush (-10 turns) Disarm immunity: +42% Stun/Freeze immunity: +44% Knockback immunity: +41% A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 18%; reduction 3; 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 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the wizard (heal 212; cd 11)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 instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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. |
movement infusion of the warrior (speed 595%; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 595% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. 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. |
regeneration infusion of the warrior (heal 311; 14 cd)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 311 life over 5 turns. 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. |
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. |
Rune of Dissipation ( )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. |
blink rune of the warrior (range 7; phase 22; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. 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. |
shielding rune of the titan (absorb 495; dur 5; 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 create a protective shield absorbing at most 495 damage for 5 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. |
shielding rune of the warrior (absorb 505; dur 5; 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 create a protective shield absorbing at most 505 damage for 5 turns. 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. |
stormshield rune of the warrior (threshold 38; blocks 6; dur 4; cd 12)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: 12 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 38 up to 6 times. 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. |
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 26 power out of 35/35) : Effective talent level: 4.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 349 (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. |
EreromirakInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex / +2 Wil Changes resistances: +14% lightning Changes damage: +3% mind Talent mastery: +0.18 Wild-gift / Earthen power Spell save: +9 (+2 eff.) Stun/Freeze immunity: +26% Mindpower: +10 (+3 eff.) Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Cloudraptor the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +4 Cun Changes resistances: +12% lightning / +15% cold Changes damage: +12% lightning Reduces incoming crit damage: 10.00% Silence immunity: +30% Mana each turn: +0.12 Light radius: +2 Rings make your fingers look great! |
Isana the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +1 Defense: +10 (+3 eff.) Changes stats: +9 Cun / +2 Con Changes resistances: +6% physical Changes resistances penetration: +20% physical Critical mult.: +10.00% Light radius: +3 Rings make your fingers look great! |
Zubariata the BalancequenchInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 2 nature Changes stats: +6 Cun / +7 Wil Changes resistances: +11% mind / +13% physical Changes resistances penetration: +25% nature Changes damage: +12% lightning / +13% physical / +11% mind Mindpower: +12 (+4 eff.) Rings make your fingers look great! |
solipsist's copper ring of corrosion (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +22% acid Changes damage: +11% acid Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel longsword (128% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 128% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 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 24 Damage (Melee): +10 blight When wielded/worn: Disease immunity: +19% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.yew vilestaff 'Aeriregodar' (120% power, 4 apr, fire element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +7.0% Physical power: +11 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes resistances: +15% acid / +2% physical / +24% lightning Changes resistances penetration: +15% mind Changes damage: +20% fire Talent granted: +1 Command Staff Maximum life: +60.00 Spellpower: +16 (+6 eff.) Spell crit. chance: +7% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Staves designed for wielders of magic, by the greats of the art. |
BrandwreckerInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +11 (+2 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +20% fire / +6% light / +8% cold Changes damage: +9% fire Critical mult.: +8.00% Physical save: +8 (+2 eff.) Light radius: +2 Size category: +1 A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 18 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
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. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 315, based on Magic) for 10 turns Activation costs 15 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Tihek the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 4 mind Changes stats: +4 Cun / +2 Dex Changes resistances: +9% fire / +10% cold Changes damage: +9% acid Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Maximum psi: +30.00 Mindpower: +15 (+5 eff.) A belt that goes around your waist. |
hardened leather belt 'Harochak'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 10 arcane Changes stats: +2 Mag Changes resistances: +11% lightning / +5% temporal / +6% mind Cut immunity: +20% Life regen: +4.00 Spellpower: +10 (+4 eff.) Damage Shield penetration: +30% A belt that goes around your waist. |
noble's rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Wil / +7 Cun / +5 Lck Damage against: +16% Summoned Reduced damage from: +15% Summoned Trap disarming bonus: +5 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
rough leather belt 'Samathad'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 34% Changes stats: +1 Cun Changes resistances: +6% acid Physical save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.20 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Flarewinnow the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +7 Wil / +3 Cun Changes resistances penetration: +25% fire Spell save: +11 (+3 eff.) Mental save: +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hailqueller (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +5% arcane / +9% light Changes resistances penetration: +25% cold / +25% arcane / +20% light Changes damage: +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.battlemaster's cashmere cloak of Eldoral (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +5 Dex / +3 Cun / +3 Con Talent mastery: +0.20 Technique / Combat training Spell save: +6 (+2 eff.) Stamina each turn: +0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Thunderpulverizer' (22 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +25 (+6 eff.) Defense: +22 (+7 eff.) Changes stats: +2 Dex / +4 Mag / +3 Wil Changes resistances penetration: +20% lightning Changes damage: +9% lightning / +12% fire Critical mult.: +10.00% Spell save: +10 (+3 eff.) Maximum mana: +63.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.enveloping cashmere cloak of the Shaloren (13 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+4 eff.) Changes stats: +3 Mag / +2 Wil Physical save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping kruk cloak of Eldoral (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +6 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
timebroken Robe of the Worm of darkness (+16%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +16% darkness / +7% all Changes damage: +7% temporal / +8% arcane / +11% darkness Maximum mana: +24.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.blightbringer's pair of dwarven-steel boots (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Mag Changes damage: +7% acid / +7% blight Disease immunity: +24% Spellpower: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Ravenlord' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Str / +2 Cun / +7 Con Changes resistances: +3% darkness / +5% arcane Changes resistances penetration: +10% arcane Reduces incoming crit damage: 10.00% Physical save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A pair of boots made of leather. |
undeterred pair of hardened leather boots of massiveness (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Str / +7 Con Changes damage: +7% physical Silence immunity: +25% Confusion immunity: +32% Stun/Freeze immunity: +25% Size category: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Aerona the Unlightstake (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 24% Damage when hit (Melee): 4 temporal Changes stats: +4 Mag Changes resistances: +15% temporal Changes resistances penetration: +25% darkness Changes damage: +7% arcane / +15% darkness When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% Damage (Melee): +13 arcane Damage (radius 2) on crit: +11 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Isseharakan the drakeskin leather gloves (0 def, 6 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +6 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Wil Changes resistances penetration: +5% temporal Mental save: +13 (+3 eff.) Life regen: +9.00 Stamina each turn: +2.20 Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum life: +63.00 Maximum stamina: +40.00 Mindpower: +15 (+5 eff.) When used to modify unarmed attacks: Power: 138% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Nightmare (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Jettrencher (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 darkness Changes stats: +3 Cun / +3 Mag Changes resistances: +16% darkness Changes resistances penetration: +10% arcane Changes damage: +7% darkness / +5% arcane Infravision radius: +1 When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 7% chance to reduce damage dealt by 24% Damage (Melee): +4 arcane / +13 darkness Damage (radius 2) on crit: +9 arcane It can be used to activate talent Track, placing all other charms into a 11 cooldown : Effective talent level: 3.5 Power cost: 11 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic drakeskin leather gloves of spellstriking (0 def, 7 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Damage (Melee): 10 arcane Changes stats: +5 Mag / +6 Wil Changes resistances: +5% arcane Changes damage: +7% arcane Mental save: +9 (+2 eff.) Maximum life: +55.00 Spellpower: +15 (+5 eff.) When used to modify unarmed attacks: Power: 143% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +16 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gledath the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +14 Dex / +2 Wil / +6 Cun / +1 Con Changes resistances: +14% lightning / +11% temporal / +12% darkness Changes damage: +6% mind / +12% temporal Mindpower: +5 (+2 eff.) Infravision radius: +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Ichorgash' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 56% Changes stats: +5 Mag / +5 Wil Changes resistances: +11% blight / +10% mind Changes damage: +11% blight / +23% mind Physical save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Maximum psi: +18.00 Spellpower: +4 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 37 power out of 80/80) : Effective talent level: 4.5 Power cost: 37 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 37.93 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Xurewyn (18 def, 22 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +22 Defense: +18 (+6 eff.) Fatigue: +12% Changes resistances: +15% temporal Reduces incoming crit damage: 15.00% Spell save: +9 (+2 eff.) Pinning immunity: +20% Stamina each turn: +2.00 Only die when reaching: -80.00 life Healing mod.: +20% A suit of armour made of mail. |
Bleakzephyr the hardened leather armour (14 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +14 (+5 eff.) Fatigue: +8% Changes stats: +6 Str / +7 Dex / +2 Cun Changes resistances: +10% acid / +7% physical / +10% cold / +11% lightning / +11% fire Changes damage: +9% darkness Physical save: +5 (+1 eff.) Mental save: +6 (+2 eff.) Mindpower: +29 (+10 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
swashbuckler's voratun shield of shrapnel (0 def, 10 armour, 180% power, 194.5 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: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 When wielded/worn: Accuracy: +14 (+4 eff.) Armour: +10 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 251 physical damage over 5 turns (1/turn) Changes stats: +5 Str / +4 Dex Talent granted: +1 Block Handheld deflection devices. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
456 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
iron pickaxe 'Hathalach' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +3 Dex / +2 Wil / +3 Con Changes resistances: +12% acid Reduces incoming crit damage: 10.00% When carried: Talent granted: +1 Dig 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. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 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 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ce'NobaInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Changes stats: +7 Con Changes resistances: +14% blight / +1% physical / +3% all Changes resistances penetration: +10% physical Spell save: +10 (+3 eff.) Mental save: +12 (+3 eff.) Life regen: +6.00 Light radius: +5 See stealth: +25 See invisible: +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Wintertide PhialPowered 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 29 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
dreamer's alchemist's lamp of the zealotInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +10 (+3 eff.) Mental save: +6 (+2 eff.) Mindpower: +7 (+2 eff.) Mental crit. chance: +6% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 15 power out of 25/25) : Effective talent level: 4.5 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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. |
Crystal FocusPowered 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet0.00 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 146 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. |
Gloruthra the steel torque of mindblast [power 185] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +9% mind / +15% temporal Changes resistances penetration: +15% mind Changes damage: +9% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to blast the opponent's mind dealing 226 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Lightwarden the dwarven-steel torque of clear mind [power 3] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +15% lightning / +5% arcane / +15% light / +6% blight Changes resistances penetration: +10% light Spell save: +18 (+5 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Eclipsewinter' [power 180] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +20% darkness / +25% arcane Changes damage: +6% darkness / +9% blight It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 194 physical damage Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
Aradogund [power 240] (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Mag / +2 Cun / +6 Con Changes damage: +9% mind Infravision radius: +3 It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 693 Base Damage: 275 Armor: 21 All Resist: 18 Activation puts all charms on cooldown for 19 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Aryrin the elven-wood totem of summon tentacle [power 290] (19 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Cun Changes resistances: +6% fire Spell save: +12 (+3 eff.) Mindpower: +10 (+3 eff.) It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 722 Base Damage: 316 Armor: 13 All Resist: 25 Activation puts all charms on cooldown for 19 turns. When used: * Increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Issidig the ash totem of summon tentacle [power 155] (19 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3% acid Physical save: +3 (+1 eff.) Spell save: +6 (+2 eff.) Teleport immunity: +20% It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 362 Base Damage: 167 Armor: 10 All Resist: 2 Activation puts all charms on cooldown for 19 turns. When used: * Increase all damage by 12% for 2 turns. * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 98 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 26 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Skyglamour the elm wand of lightning storm [power 116] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +8 Dex / +5 Mag Changes resistances penetration: +25% lightning Mental crit. chance: +2% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of clairvoyance 'Flarepain' [power 9] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +6% mind / +6% fire Changes damage: +3% fire Light radius: +1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 79 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 11 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dokaf the Dwarf Stone Warden level 30
1st Steel 123rd year of Ascendancy at 18:40 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Dokaf the Dwarf Stone Warden level 34
42nd Steel 123rd year of Ascendancy at 00:43 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dokaf the Dwarf Stone Warden level 23
13rd Shortage 122nd year of Ascendancy at 09:05 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dokaf the Dwarf Stone Warden level 33
35th Steel 123rd year of Ascendancy at 08:57 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dokaf the Dwarf Stone Warden level 30
24th Iron 123rd year of Ascendancy at 09:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dokaf the Dwarf Stone Warden level 10
14th Dearth 122nd year of Ascendancy at 12:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dokaf the Dwarf Stone Warden level 20
19th Loss 122nd year of Ascendancy at 09:37 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Dokaf the Dwarf Stone Warden level 30
22nd Iron 123rd year of Ascendancy at 14:47 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Dokaf the Dwarf Stone Warden level 35
6th Gold 123rd year of Ascendancy at 02:49 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Dokaf the Dwarf Stone Warden level 30
23rd Iron 123rd year of Ascendancy at 13:54 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dokaf the Dwarf Stone Warden level 23
14th Shortage 122nd year of Ascendancy at 00:24 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Dokaf the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 19:17 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Dokaf the Dwarf Stone Warden level 30
1st Steel 123rd year of Ascendancy at 18:40 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dokaf the Dwarf Stone Warden level 9
12nd Dearth 122nd year of Ascendancy at 05:04 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Dokaf the Dwarf Stone Warden level 30
1st Steel 123rd year of Ascendancy at 18:40 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dokaf the Dwarf Stone Warden level 32
20th Steel 123rd year of Ascendancy at 07:00 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Dokaf the Dwarf Stone Warden level 34
5th Gold 123rd year of Ascendancy at 02:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dokaf the Dwarf Stone Warden level 18
11st Loss 122nd year of Ascendancy at 05:49 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Dokaf the Dwarf Stone Warden level 32
19th Steel 123rd year of Ascendancy at 22:20 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dokaf the Dwarf Stone Warden level 24
14th Shortage 122nd year of Ascendancy at 22:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dokaf the Dwarf Stone Warden level 15
29th Dearth 122nd year of Ascendancy at 00:40 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Dokaf the Dwarf Stone Warden level 37
16th Gold 123rd year of Ascendancy at 07:46 see stats
Log
Dokaf shrugs off the effect 'Wet'!
Dokaf's Inner Demon's Ice Shards hits Dokaf for 35 cold damage.
Dokaf HEALS from fire damage!
Dokaf's Inner Demon's Volcano hits Dokaf for 8 fire, 5 healing, 24 physical (32 total damage) [5 healing].
You are unable to move!
You are unable to move!
Dokaf's Inner Demon uses Block.
Dokaf's Inner Demon casts Eldritch Fury.
Dokaf counter attacks Dokaf's Inner Demon with his shield shards!
Dokaf's Inner Demon instinctively hardens his skin and ignores the attack!
Dokaf's Inner Demon repels an attack from Dokaf.
Dokaf performs a melee critical strike against Dokaf's Inner Demon!
Dokaf's Inner Demon counter attacks Dokaf with his shield shards!
Dokaf's Inner Demon performs a melee critical strike against Dokaf!
Dokaf instinctively hardens his skin and ignores the attack!
Dokaf repels an attack from Dokaf's Inner Demon.
Dokaf's Inner Demon performs a melee critical strike against Dokaf!
Dokaf resists the dazing blows!
Dokaf's Inner Demon HEALS from fire damage!
Dokaf HEALS from fire damage!
Dokaf's Inner Demon HEALS from fire damage!
Melee retaliation hits Dokaf for 15 blight, 8 fire, 5 healing, 52 arcane, 12 blight (88 total damage) [5 healing].
Dokaf's Inner Demon hits Dokaf for 105 nature, 47 arcane, 20 arcane, 46 nature, 25 arcane, 11 arcane, 38 nature, 25 arcane, 11 arcane, 53 nature, 25 arcane, 11 arcane, 61 nature, 25 arcane, 11 arcane, 42 nature, 25 arcane (580 total damage).
Stone Vine from Dokaf's Inner Demon hits Dokaf for 33 nature, 33 arcane (66 total damage).
Dokaf hits Dokaf's Inner Demon for (49 flat reduction), 19 nature, (30 flat reduction), 0 arcane, (49 flat reduction), 22 arcane (41 total damage).
Burning from Dokaf hits Dokaf's Inner Demon for (58 blocked), 0 fire, 37 healing (0 total damage) [37 healing].
Burning from Dokaf hits Dokaf's Inner Demon for (36 flat reduction), 0 fire, 23 healing (0 total damage) [23 healing].
Melee retaliation hits Dokaf's Inner Demon for (11 flat reduction), 0 blight, (6 flat reduction), 0 fire, 4 healing, (9 flat reduction), 0 blight, (35 flat reduction), 0 arcane, (25 flat reduction), 0 blight, (14 flat reduction), 0 fire, 9 healing, (20 flat reduction), 0 blight, (49 flat reduction), 30 arcane, (25 flat reduction), 0 blight, (14 flat reduction), 0 fire, 9 healing, (20 flat reduction), 0 blight, (49 flat reduction), 30 arcane, (11 flat reduction), 0 blight, (6 flat reduction), 0 fire, 4 healing, (9 flat reduction), 0 blight, (35 flat reduction), 0 arcane, (11 flat reduction), 0 blight, (6 flat reduction), 0 fire, 4 healing, (9 flat reduction), 0 blight, (35 flat reduction), 0 arcane, (11 flat reduction), 0 blight, (6 flat reduction), 0 fire, 4 healing, (9 flat reduction), 0 blight, (35 flat reduction), 0 arcane, (11 flat reduction), 0 blight, (6 flat reduction), 0 fire, 4 healing, (9 flat reduction), 0 blight, (35 flat reduction), 0 arcane (61 total damage) [38 healing].
Dokaf the level 37 dwarf stone warden was imploded to death by a Dokaf's Inner Demon on level 5 of Dreadfell.










































































































































