












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 33 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Polirin the crimson ooze at level 16 on the 22nd Dearth 122nd year of Ascendancy at 07:01 0 / 7Killed by bursting entropic shard at level 19 on the 42nd Dearth 122nd year of Ascendancy at 06:34 Killed by armoured skeleton warrior at level 20 on the 44th Dearth 122nd year of Ascendancy at 12:59 Killed by Xeretta the Blightborn at level 20 on the 45th Dearth 122nd year of Ascendancy at 16:21 Killed by Animated potent yew magestaff of greater warding at level 23 on the 30th Loss 122nd year of Ascendancy at 21:40 Killed by corrupted plasmic disruptor at level 30 on the 27th Wealth 123rd year of Ascendancy at 23:15 Killed by Slasul at level 33 on the 37th Dearth 123rd year of Ascendancy at 14:16 |
Primary Stats
| Strength | 50 (base 41) |
| Dexterity | 48 (base 38) |
| Constitution | 60 (base 50) |
| Magic | 9 (base 10) |
| Willpower | 30 (base 10) |
| Cunning | 43 (base 19) |
Resources
| Life | -89/1344 |
| Stamina | 192/297 |
| Healing Factor | 1.4800507772247 |
| Regeneration | 17.674254111616 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 31.388749514228 |
| See Invisible | 38.388749514228 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 50 |
| Crit Chance | 21% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Cold | +9% |
| All | 0% |
| Lightning | +6% |
| Light | +6% |
| Darkness | +20% |
| Mind | +9% |
| Fire | +3% |
| Nature | +24% |
Offense: Damage Penetration
| Mind | +20% |
| Lightning | +10% |
| Light | +15% |
| Temporal | +25% |
| Nature | +10% |
| Physical | +15% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 53.88330776699 (81.151787968034%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 7 |
| Physical Save | 74 |
| Spell Save | 69 |
| Mental Save | 52 |
Defense: Resistances
| Blight | + 38%( 70%) |
| Arcane | + 17%( 70%) |
| Mind | + 29%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 25%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 20%( 70%) |
| Cold | + 51%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Teleport Resistance | 10% |
| Confusion Resistance | 28% |
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
| Poison Resistance | 20% |
| Silence Resistance | 32% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 337 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse 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. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by giant netherworm. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by armoured skeleton warrior. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by barrow wight. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by slumbering white wolf. Escort: lost defiler (level 2 of Heart of the Gloom) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by freezing trap. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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: 192. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 | Growpower (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -12% Effects on melee hit: * 10% chance to slow global speed by 46% Damage when hit (Melee): 8 nature Changes stats: +5 Cun / +4 Wil Changes resistances: +9% nature Changes resistances penetration: +10% nature / +10% lightning Changes damage: +6% lightning Maximum encumbrance: +65 Physical save: +37 (+8 eff.) Spell save: +14 (+4 eff.) Mental save: +11 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | StargrinderPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% blight / +6% temporal / +8% darkness / +15% light Changes resistances penetration: +15% light / +25% temporal Changes damage: +3% fire Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +5 See invisible: +7 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 26 cooldown : Effective talent level: 2.0 Power cost: 26 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 29 blight damage or heals 44 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. |
| On head | Lorysin the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +4 Dex / +3 Cun / +4 Con Changes resistances: +3% temporal / +16% mind / +5% arcane Physical save: +17 (+4 eff.) Mental save: +13 (+4 eff.) Confusion immunity: +28% Life regen: +4.00 Maximum life: +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | brawler's drakeskin leather gloves of the starseeker (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Str / +3 Dex / +1 Mag / +6 Cun Changes resistances: +5% light / +6% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 37.51 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Shadowcrack the yew totem of healing [power 248] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes resistances: +3% mind Changes damage: +3% mind / +12% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 248 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 48. * Increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| 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: 134.37 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Darkprophet of the BlightspawnPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +9 Defense: +10 (+5 eff.) Effects when hit in melee: * 25% chance to reduce strength, dexterity, and constitution by 8 * 28% chance to reduce damage dealt by 17% Changes stats: +3 Con Changes resistances: +3% cold Changes resistances penetration: +15% physical Changes damage: +9% cold Spell save: +12 (+3 eff.) Silence immunity: +32% Mana each turn: +0.20 Only die when reaching: -40.00 life Maximum stamina: +51.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | steel amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 5 light / 6 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 17% * 8% chance to blind Changes damage: +6% light / +8% darkness Amulets make your neck look great! |
| In main hand | Ce'Nyriama the stralite longsword (37-52 power, 9 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 4). When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Changes stats: +4 Cun / +5 Wil Changes damage: +9% physical Sharp, long, and deadly. |
| Around 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. |
| In off hand | Oakpower the stralite shield (0 def, 8 armour, 50-59 power, 141 block)Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +141 Damage (radius 1) on hit: +8 mind / +16 fire Damage (radius 2) on crit: +12 mind When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 9 fire Damage when hit (Melee): 15 fire / 6 nature / 4 darkness Changes stats: +1 Cun / +4 Wil Changes damage: +24% nature Talent granted: +1 Block Critical mult.: +10.00% Handheld deflection devices. |
| Cloak | Pyreshear the cashmere cloak (7 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +15 Defense: +7 (+3 eff.) Changes resistances: +21% cold Changes resistances penetration: +10% fire Poison immunity: +20% Pinning immunity: +20% Teleport immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel mail armour 'Zorach' (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +1 Wil Changes resistances: +18% fire Changes resistances penetration: +20% mind Changes damage: +6% mind Mental save: +3 (+1 eff.) Equilibrium when hit: +0.16 Mental crit. chance: +2% A suit of armour made of mail. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 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 nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 41.57 physical damage and 94.57 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
heroism infusion (die at -367; dur 6; cd 33)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: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -367 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 734 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the wizard (die at -286; dur 6; cd 27)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: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -286 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 572 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 794%; 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 794% 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. |
Prismatic Rune (6 turns; acid, temporal, darkness, fire, physical)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 temporal, 4 darkness, 3 fire, 4 physical 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. |
biting gale rune of the duelist (damage 176; dur 4; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 176.14 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity 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. |
teleportation rune of the warrior (range 70; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 70 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
savior's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +11 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +14 (+4 eff.) Amulets make your neck look great! |
NeldirInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes damage: +12% mind Mental save: +16 (+5 eff.) Confusion immunity: +20% Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
StrikekarmaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Defense: +10 (+5 eff.) Changes stats: +5 Cun / +4 Str Changes resistances penetration: +25% lightning Stamina each turn: +3.00 Maximum stamina: +20.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.truestriking stralite battleaxe of erosion (45-68 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +16 Changes resistances penetration: +13% physical Massive two-handed battleaxes. |
Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+6 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 17 power out of 20/20) : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 8 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+8 eff.) A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Elutta the steel longsword (20-27 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 mind Damage (radius 1) on hit: +5 fire Damage (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +6% acid Changes damage: +9% acid Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.gifted pulsing mindstar of life (12-13 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +1.10 Maximum life: +20.00 Mindpower: +14 (+7 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.lifebinding elven-wood magestaff of wizardry (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +1 Wil / +5 Con Changes damage: +25% arcane Talent granted: +1 Command Staff Life regen: +1.20 Maximum mana: +17.00 Spellpower: +25 (+16 eff.) Spell crit. chance: +4% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.arcing orite trident of crippling (38-61 power, 13 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +12.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.balanced orite trident of daylight (42-66 power, 13 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 41.5 - 66.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 light Damage against: +7% Undead When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +14 (+6 eff.) Disarm immunity: +38% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.balanced orite trident of erosion (40-64 power, 13 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +10 (+5 eff.) Disarm immunity: +46% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.balanced orite trident of phasing (36-58 power, 37 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +37 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +19% When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +9 (+4 eff.) Disarm immunity: +42% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.blazebringer's deep-steel trident (28-45 power, 10 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +7 fire When wielded/worn: Changes resistances penetration: +21% fire Global speed: +3% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.blazebringer's deep-steel trident of erosion (28-46 power, 10 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.5 - 45.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 nature Damage (radius 2) on crit: +20 fire When wielded/worn: Changes resistances penetration: +7% fire Global speed: +6% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.blazebringer's orite trident of rage (38-61 power, 13 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +86 fire When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +10 Str Changes resistances penetration: +12% fire Changes damage: +16% physical Global speed: +4% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.chilling orite trident of evisceration (37-59 power, 13 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +33 cold When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+5 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.chilling orite trident of massacre (54-86 power, 13 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.deep-steel trident (27-43 power, 10 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.elemental orite trident of the mystic (38-62 power, 13 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 acid damage (1/turn) When wielded/worn: Changes stats: +9 Mag / +7 Wil Changes resistances penetration: +17% acid Changes damage: +30% acid Spellpower: +14 (+10 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.elemental orite trident of vileness (40-63 power, 13 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 23% chance to reduce strength, dexterity, and constitution by 8 * Create an explosion dealing 15 acid damage (1/turn) Damage (Melee): +7 blight When wielded/worn: Changes resistances penetration: +30% acid Changes damage: +27% acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.hateful orite trident of erosion (40-63 power, 13 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +19 darkness / +7 nature Damage against: +14% Living A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's orite trident (38-61 power, 13 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 23% chance to reduce strength, dexterity, and constitution by 8 Damage (Melee): +16 blight When wielded/worn: Disease immunity: +27% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's orite trident (42-68 power, 13 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 42.5 - 68.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 8 Damage (Melee): +9 blight When wielded/worn: Disease immunity: +25% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.quick orite trident of rage (40-63 power, 13 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +29 (+8 eff.) Changes stats: +7 Str / +5 Dex Changes damage: +12% physical Combat speed: +10% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.truestriking orite trident of the mystic (40-65 power, 13 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.5 - 64.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +13 Changes stats: +7 Mag / +5 Wil Changes resistances penetration: +13% physical Spellpower: +12 (+9 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Blood-Letter (33-46 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
dwarven-steel waraxe 'Ivuranor' (20-29 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+3 eff.) Changes stats: +3 Con Changes damage: +6% physical Critical mult.: +10.00% Physical save: +12 (+3 eff.) One-handed war axes. |
flaming stralite waraxe of massacre (42-59 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 1) on hit: +11 fire One-handed war axes. |
grounding hardened leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Changes resistances: +7% lightning / +9% temporal Critical mult.: +7.00% A belt that goes around your waist. |
insulating hardened leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +5% fire / +6% cold Maximum encumbrance: +25 A belt that goes around your waist. |
spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +5 Mag / +3 Cun / +6 Lck Trap disarming bonus: +10 Stealth bonus: +8 Mana each turn: +0.19 Maximum mana: +23.00 Infravision radius: +3 A belt that goes around your waist. |
Dawnwilter the elven-silk cloak (3 def, 2 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 light Changes stats: +3 Str / +2 Dex / +2 Cun Changes resistances: +15% nature / +17% blight Changes damage: +6% physical Physical save: +10 (+2 eff.) Mental save: +8 (+2 eff.) Life regen: +4.00 Only die when reaching: -50.00 life Light radius: +2 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glarewrest (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +3% acid / +9% temporal / +5% arcane Physical save: +5 (+1 eff.) Spell save: +6 (+2 eff.) Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+6 eff.) It can be used to activate talent Stone Wall (costing 51 power out of 60/60) : Effective talent level: 1.0 Power cost: 51 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 43.42 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Ivothra (21 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +3.0% Armour: +4 Defense: +21 (+9 eff.) Fatigue: -2% Changes stats: +9 Dex Changes resistances: +9% fire / +10% cold Maximum encumbrance: +32 Physical save: +9 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots of force (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +4 Fatigue: +3% Spellpower: +6 (+6 eff.) Mindpower: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes stats: +2 Mag Changes resistances: +5% nature Changes damage: +3% nature / +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +13 (+6 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 24.34 fire and 25.76 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
enlightening steel mail armour of implacability (2 def, 11 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +3 Cun / +3 Wil Physical save: +6 (+1 eff.) Mental save: +11 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating stralite mail armour of cold resistance (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes resistances: +17% cold Life regen: +2.60 Stamina each turn: +0.60 A suit of armour made of mail. |
Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 17 power out of 30/30) : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 19.57 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Unlightbright of the Blightspawn (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Effects when hit in melee: * 23% chance to reduce strength, dexterity, and constitution by 8 * 27% chance to reduce damage dealt by 17% Changes stats: +5 Str / +6 Wil / +7 Cun / +5 Con Changes resistances: +12% acid / +20% darkness / +14% blight / +6% fire / +9% light Mental save: +11 (+3 eff.) Maximum life: +86.00 Light radius: +2 Infravision radius: +1 A suit of armour made of metal plates. |
Ce'Nida the dwarven-steel shield (0 def, 18 armour, 32-39 power, 118 block)Requires: - Shield usage training - Strength 24 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +118 When wielded/worn: Armour: +18 Fatigue: +8% Changes stats: +4 Mag Changes resistances: +13% mind Talent granted: +1 Block Maximum life: +40.00 Light radius: +3 Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 26-37 power, 60 block)Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 26.5 - 37.1 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
wrathful stralite shield (0 def, 8 armour, 52-62 power, 135 block)Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 51.5 - 61.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +135 Damage (radius 2) on crit: +18 light / +22 fire When wielded/worn: Armour: +8 Fatigue: +8% On shield block: * Deals 15 light and fire damage to each enemy blocked Changes resistances: +8% light / +9% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.quiver of elven-wood arrows of disruption (20/20, 47-66 power, 14 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 20 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +24% Unnatural Arrows are used with bows to pierce your foes to death. |
3 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Relgadunathad the DarktrialInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +4 Wil Changes resistances: +3% acid / +6% fire / +3% blight Changes damage: +6% mind Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 8 power out of 9/9) : Effective talent level: 2.0 Power cost: 8 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 71.56 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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 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 Gomli II the Dwarf Bulwark level 29
27th Profit 123rd year of Ascendancy at 06:39 see stats
Against all odds
Killed Ukruk in the ambush.By Gomli II the Dwarf Bulwark level 28
23rd Profit 123rd year of Ascendancy at 20:19 see stats
Brave new world
Went to the Far East and took part in the war.By Gomli II the Dwarf Bulwark level 32
4th Dearth 123rd year of Ascendancy at 20:56 see stats
Bringer of Doom
Killed a Bringer of Doom.By Gomli II the Dwarf Bulwark level 7
25th Profit 122nd year of Ascendancy at 11:31 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Gomli II the Dwarf Bulwark level 6
1st Profit 122nd year of Ascendancy at 14:53 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Gomli II the Dwarf Bulwark level 31
30th Wealth 123rd year of Ascendancy at 11:07 see stats
Exterminator
Killed 1000 creatures.By Gomli II the Dwarf Bulwark level 18
39th Dearth 122nd year of Ascendancy at 12:47 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gomli II the Dwarf Bulwark level 27
10th Profit 123rd year of Ascendancy at 00:21 see stats
Fear me not!
Survived the Fearscape!By Gomli II the Dwarf Bulwark level 18
39th Dearth 122nd year of Ascendancy at 13:31 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gomli II the Dwarf Bulwark level 25
18th Shortage 122nd year of Ascendancy at 02:52 see stats
Level 10
Got a character to level 10.By Gomli II the Dwarf Bulwark level 10
32nd Profit 122nd year of Ascendancy at 16:11 see stats
Level 20
Got a character to level 20.By Gomli II the Dwarf Bulwark level 20
42nd Dearth 122nd year of Ascendancy at 13:06 see stats
Level 30
Got a character to level 30.By Gomli II the Dwarf Bulwark level 30
26th Wealth 123rd year of Ascendancy at 00:19 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Gomli II the Dwarf Bulwark level 26
14th Steel 123rd year of Ascendancy at 14:39 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Gomli II the Dwarf Bulwark level 22
20th Loss 122nd year of Ascendancy at 23:00 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Gomli II the Dwarf Bulwark level 31
30th Wealth 123rd year of Ascendancy at 14:06 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Gomli II the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 09:00 see stats
The secret city
Discovered the truth about mages.By Gomli II the Dwarf Bulwark level 14
4th Dearth 122nd year of Ascendancy at 03:55 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Gomli II the Dwarf Bulwark level 16
26th Dearth 122nd year of Ascendancy at 22:47 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Gomli II the Dwarf Bulwark level 25
10th Iron 123rd year of Ascendancy at 12:33 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gomli II the Dwarf Bulwark level 20
43rd Dearth 122nd year of Ascendancy at 04:24 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Gomli II the Dwarf Bulwark level 27
21st Profit 123rd year of Ascendancy at 09:22 see stats
Log
Slasul resists Gomli II's 'Curse of Death'!
Gomli II hits Slasul for 263 physical, 6 darkness, 7 fire, 3 light (279 total damage).
Gomli II receives 10 healing from Bloodcaller.
Slasul casts Curse of Death.
Gomli II resists Slasul's 'Curse of Death'!
Slasul hits Gomli II for 93 physical, 77 cold (170 total damage).
Melee retaliation hits Slasul for 12 fire, 15 nature, 4 darkness (31 total damage).
Gomli II is recovering from the damage!
Gomli II shrugs off the effect 'Frozen'!
Gomli II resists the wave!
Slasul's cold repulsion area effect hits Gomli II for 25 cold, 20 physical (45 total damage).
Slasul's ice storm area effect hits Gomli II for 69 cold damage.
Talent Shield Pummel is ready to use.
Poison from Slasul hits Gomli II for 42 nature damage.
Gomli II uses Shield Pummel.
Gomli II performs a melee critical strike against Slasul!
Slasul's draconic body hardens and heals!
Gomli II performs a melee critical strike against Slasul!
Slasul shrugs off the effect 'Stunned'!
Slasul uses Massive Blow.
Coral wall turns into underwater.
Gomli II hits Slasul for 244 physical, 11 darkness, 13 fire, 5 light, 7 mind, 23 fire, 10 mind, 303 physical, 11 darkness, 13 fire, 5 light, 7 mind, 23 fire, 21 mind (698 total damage).
Melee retaliation hits Slasul for 12 fire, 15 nature, 4 darkness (31 total damage).
Bloodcaller hits Gomli II for 9 healing, 11 healing (0 total damage) [20 healing].
Slasul hits Gomli II for 499 physical, 77 cold (575 total damage).
Slasul receives 1978 healing from Draconic Body.
Slasul casts Freeze.
Slasul hits Gomli II for 214 cold damage.
Gomli II the level 33 dwarf bulwark was cooled to death by Slasul and perverted into a monstrous aberration as a warning to the surface on level 3 of Temple of Creation.















































































































