Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Skirmisher |
Level / Exp | 46 / 66% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 45 (base 18) |
Dexterity | 93 (base 60) |
Constitution | 27 (base 20) |
Magic | 18 (base 12) |
Willpower | 81 (base 59) |
Cunning | 77 (base 56) |
Resources
Life | 1275/1275 |
Stamina | 402/402 |
Equilibrium | 30 |
Healing Factor | 1.96 |
Regeneration | 47.800561712553 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 8 |
See Stealth | 12 |
See Invisible | 12 |
Offense: Mainhand
Damage | 183 |
Accuracy | 85 |
Crit Chance | 51% |
APR | 38 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 61.375 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 37 (37%) |
Defense | 48.016666666667 |
Ranged Defense | 53.35 |
Fatigue | 27 |
Physical Save | 46.858333333333 |
Spell Save | 42.008333333333 |
Mental Save | 52.891666666667 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 25% |
Teleport Resistance | 5% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 275 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 11 turns. While Heroism is active, you will only die when reaching -748 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 449 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Called Shots | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Technique / Tireless Combatant | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Technique / Skirmisher - Slings | 1.50 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Acrobatics | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Trained Reactions |
talent | Counter Shot |
talent | Bombardment |
talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+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 Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
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 have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 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: 847. | 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. You have been shown a secret entrance to his stronghold. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | traveler's pair of voratun boots of invasion (0 def, 5 armour) traveler's pair of voratun boots of invasion (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +0% Changes resistances penetration: +15% physical Maximum encumbrance: +36 Physical save: +7 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | pouch of voratun shots 'Dairygabar' (21/21, 68-81.6 power, 6 apr) =Shot 6= pouch of voratun shots 'Dairygabar' (21/21, 68-81.6 power, 6 apr) =Shot 6=Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 68.0 - 81.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 21 On weapon hit: * 40% chance to cause random gloom * 20% chance to disease Damage (Ranged): +32 blight Burst (radius 1) on hit: +4 blight Shots are used with slings to pummel your foes to death. |
Light source | Glowtrial GlowtrialInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +5 Wil Changes resistances: +12% temporal Changes resistances penetration: +5% light Critical mult.: +16.00% Blindness immunity: +10% Teleport immunity: +5% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | bladed drakeskin leather cap of fortune (0 def, 5 armour) bladed drakeskin leather cap of fortune (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 7 physical Changes stats: +10 Lck / +5 Str Spell crit. chance: +4% Mental crit. chance: +5% It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 192.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
On hands | Cyrosemira (0 def, 3 armour) Cyrosemira (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +14 Physical power: +12 (+3 eff.) Armour: +3 Effects on melee hit: * 22% chance to cause random gloom * Slows global speed by 15% Damage (Melee): 22 darkness / 40 mind Changes stats: +6 Dex Changes resistances: +15% blight / +3% light / +3% lightning Spell save: +17 (+6 eff.) Mental save: -5 (-2 eff.) Stun/Freeze immunity: +10% Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.38 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% It can be used to activate talent Ruined Earth, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 9 power out of 35/35) : Effective talent level: 2.2 Power cost: 9 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | gladiator's stralite ring of lightning (+28%) gladiator's stralite ring of lightning (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +28% lightning Changes damage: +14% lightning Rings can have magical properties. |
On fingers | Purestalker PurestalkerInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 nature Changes stats: +9 Dex Changes resistances: +15% nature Changes resistances penetration: +5% nature Life regen: +3.00 Maximum life: +190.00 Healing mod.: +49% Rings can have magical properties. |
Around neck | mindweaver's stralite amulet of murder mindweaver's stralite amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Changes stats: +4 Wil Critical mult.: +15.00% Mental save: +11 (+4 eff.) Confusion immunity: +15% Mindpower: +10 (+2 eff.) Amulets can have magical properties. |
In main hand | mage-hunter's drakeskin leather sling of power mage-hunter's drakeskin leather sling of powerRequires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Effects on ranged hit: * 12 arcane resource burn Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +15% physical Changes damage: +14% physical Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Around waist | Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+3 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | living voratun shield of earthen fury (12 def, 16 armour, 62.5-75 power, 198.5 block) living voratun shield of earthen fury (12 def, 16 armour, 62.5-75 power, 198.5 block)Requires: - Cunning 48 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 62.5 - 75.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +198 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +12 nature When wielded/worn: Armour: +16 Armour Hardiness: +7% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 15 nature Changes resistances: +18% blight / +15% physical / +15% nature Talent granted: +5 Block Maximum life: +76.00 Handheld deflection devices. |
Cloak | restorative cashmere cloak of implacability (2 def, 0 armour) restorative cashmere cloak of implacability (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +13% nature / +13% blight Physical save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Life regen: +1.50 Only die when reaching: -50.00 life Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | drakeskin leather armour 'Zanindil' (15 def, 8 armour) drakeskin leather armour 'Zanindil' (15 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +15 (+5 eff.) Fatigue: +8% Changes stats: +10 Str / +10 Dex / +2 Con Changes resistances: +22% lightning Physical save: +26 (+9 eff.) Life regen: +3.70 Maximum life: +76.00 Healing mod.: +27% A suit of armour made of leather. |
Inventory
heroism infusion of the psychic (+17 for 9 turns, die at -586) heroism infusion of the psychic (+17 for 9 turns, die at -586)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -586 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the psychic (40 nature damage, 30% healing reduction) insidious poison infusion of the psychic (40 nature damage, 30% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 40.14 nature damage per turn for 7 turns, and reducing the target's healing received by 30%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (735% speed; 6 turns) movement infusion of the psychic (735% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 735% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 529 over 5 turns) regeneration infusion of the duelist (heal 529 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 529 life over 5 turns. Its effects scale with your Dexterity 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 ability. |
regeneration infusion of the psychic (heal 472 over 5 turns) regeneration infusion of the psychic (heal 472 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 472 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 6; power 31; turns 4; dispells darkness) sun infusion of the wizard (rad 6; power 31; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 15). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 31) for 4 turns. 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 ability. |
wild infusion (resist 22%; cure physical) wild infusion (resist 22%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 19%; cure mental) wild infusion of the duelist (resist 19%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random mental effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 ability. |
wild infusion of the psychic (resist 26%; cure physical) wild infusion of the psychic (resist 26%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 25%; cure magical) wild infusion of the sneak (resist 25%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 ability. |
wild infusion of the warrior (resist 14%; cure mental, physical) wild infusion of the warrior (resist 14%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% 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. |
enraging gold amulet of dexterity (+2) enraging gold amulet of dexterity (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Dex Changes damage: +7% physical Combat speed: +10% Amulets can have magical properties. |
warmaker's stralite amulet of murder warmaker's stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Changes stats: +7 Str / +7 Dex / +6 Wil Critical mult.: +16.00% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 5 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Brightblow BrightblowInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +30% nature Changes resistances penetration: +15% light Changes damage: +15% nature / +12% fire Rings can have magical properties. |
Cracklemalice the stralite ring Cracklemalice the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Effects on melee hit: * 20% chance to disease * 15% chance to daze Changes stats: +6 Dex Changes resistances penetration: +5% lightning / +15% blight Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 20 power out of 50/50) : Effective talent level: 2.0 Power cost: 20 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 38 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Willowpassion the gold ring Willowpassion the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +2 (+0 eff.) Changes stats: +5 Con Changes damage: +9% nature Physical save: +10 (+3 eff.) Maximum life: +10.00 Rings can have magical properties. |
copper ring of frost (+20%) copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
gold ring 'Toridehek' gold ring 'Toridehek'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +5% arcane Disarm immunity: +34% Pinning immunity: +26% Knockback immunity: +32% Mana when firing critical spell: +3.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +38.00 Damage Shield penetration: +10% Rings can have magical properties. |
marksman's voratun ring of pilfering marksman's voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +9 Defense: +11 (+4 eff.) Changes stats: +5 Dex It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.2 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
mule's gold ring of nature (+22%) mule's gold ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +22% nature Changes damage: +11% nature Maximum encumbrance: +23 Rings can have magical properties. |
psionicist's gold ring of frost (+24%) psionicist's gold ring of frost (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% cold Changes damage: +12% cold Mental save: +6 (+2 eff.) Rings can have magical properties. |
rogue's gold ring of corrosion (+20%) rogue's gold ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
rogue's steel ring of lightning (+22%) rogue's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
savage's voratun ring of perseverance savage's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Con Spell save: +18 (+6 eff.) Stun/Freeze immunity: +26% Life regen: +3.80 Maximum stamina: +38.00 Rings can have magical properties. |
titan's gold ring of fire (+20%) titan's gold ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +20% fire Changes damage: +10% fire Physical save: +8 (+3 eff.) Rings can have magical properties. |
titan's steel ring of pilfering titan's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) Changes stats: +3 Con Physical save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.2 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
titan's stralite ring of corrosion (+22%) titan's stralite ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +22% acid Changes damage: +11% acid Physical save: +10 (+3 eff.) Rings can have magical properties. |
titan's stralite ring of speed titan's stralite ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +11 (+4 eff.) Changes stats: +7 Con Physical save: +14 (+5 eff.) Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
treant's stralite ring of tenacity treant's stralite ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +11% nature / +9% blight Poison immunity: +18% Disease immunity: +16% Disarm immunity: +30% Pinning immunity: +28% Knockback immunity: +33% Maximum life: +30.00 Rings can have magical properties. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 4 power out of 8/8) : Effective talent level: 3.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
mage-hunter's reinforced leather sling of nature mage-hunter's reinforced leather sling of natureRequires: - Dexterity 35 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +20 nature When wielded/worn: Effects on ranged hit: * 9 arcane resource burn Changes stats: +5 Cun / +4 Wil Changes resistances: +7% all Changes resistances penetration: +5% nature Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +9 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
throat-seeking reinforced leather sling of true flight throat-seeking reinforced leather sling of true flightRequires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +17 nature When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +8.0% Changes resistances penetration: +10% nature Slings are used to hurl stones or metal shots at your foes. |
Elenimas the drakeskin leather belt Elenimas the drakeskin leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +27 Defense: +28 (+9 eff.) Effects on melee hit: * 30 arcane resource burn Changes resistances: +3% lightning / +12% cold Physical save: +56 (+17 eff.) Spell save: +12 (+4 eff.) Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
marshal's elven-silk cloak of implacability (3 def, 0 armour) marshal's elven-silk cloak of implacability (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +1 Str / +3 Con Physical save: +21 (+7 eff.) Mental save: +11 (+4 eff.) Only die when reaching: -50.00 life Maximum life: +62.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 58% (based on Cunning), costing 25 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of dwarven-steel boots 'Flarewedge' (0 def, 4 armour) pair of dwarven-steel boots 'Flarewedge' (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +3 Dex Changes resistances: +7% lightning / +8% temporal / +3% fire Changes damage: +9% fire Grants telepathy: Dragon Life regen: +2.30 Healing mod.: +20% It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.3 Power cost: 8 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
leafwalker's voratun helm of the depths (0 def, 5 armour) leafwalker's voratun helm of the depths (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +11% nature / +12% cold Allows you to breathe in: water Spell save: +6 (+2 eff.) Maximum life: +68.00 Healing mod.: +29% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
tempestuous drakeskin leather armour of the wind (29 def, 8 armour) tempestuous drakeskin leather armour of the wind (29 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +7.0% Armour: +8 Defense: +29 (+10 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +8% Damage (Melee): 8 lightning Damage (Ranged): 8 lightning Changes resistances: +23% lightning / +28% cold Stamina each turn: +0.90 Chance to avoid any damage: +9% It can be used to activate talent Second Wind, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44% of your stamina. A suit of armour made of leather. |
troll-hide reinforced leather armour of Toknor (4 def, 7 armour) troll-hide reinforced leather armour of Toknor (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Critical mult.: +17.00% Life regen: +9.80 Healing mod.: +19% A suit of armour made of leather. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Emyrin the dwarven lantern Emyrin the dwarven lanternCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +21 (+7 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +10 Cun Changes resistances: +3% temporal / +6% fire Reduces incoming crit damage: 5.00% Physical save: +18 (+6 eff.) Spell save: +37 (+12 eff.) Mental save: +32 (+10 eff.) Blindness immunity: +48% Poison immunity: +15% Confusion immunity: +30% Mindpower: +8 (+2 eff.) Mental crit. chance: +11% Light radius: +0 Infravision radius: +9 See stealth: +25 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 51 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 199.13 darkness damage (based on Mindpower and charge), costing 5 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
dreamer's alchemist's lamp of the zealot 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: +8 (+3 eff.) Mental save: +5 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
useless but awesome rock useless but awesome rockInfused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to invoke your inner bearness, costing 5 power out of 10/10. Awesome rock!!! |
Rod of Recall (3/3) Rod of Recall (3/3)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, costing 101 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 272.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 13 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) =Shot 1= Wind Worn Shot (25/25, 39-46.8 power, 15 apr) =Shot 1=Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
deadly pouch of dwarven-steel shots of gravity (20/20, 47.5-57 power, 3 apr) =Shot 4= deadly pouch of dwarven-steel shots of gravity (20/20, 47.5-57 power, 3 apr) =Shot 4=Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 47.5 - 57.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 20 On weapon hit: * 10% chance to crush the target Damage (Ranged): +6 gravity Shots are used with slings to pummel your foes to death. |
inquisitor's pouch of voratun shots of annihilation (18/18, 61.5-73.8 power, 12 apr) =Shot 2= inquisitor's pouch of voratun shots of annihilation (18/18, 61.5-73.8 power, 12 apr) =Shot 2=Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 61.5 - 73.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Physical crit. chance: +14.0% Capacity: 18 On weapon crit: * burns latent spell energy Travel speed: +200% Damage (Ranged): +14 manaburn arcane Shots are used with slings to pummel your foes to death. |
slimey-burst pouch of voratun shots of amnesia (21/21, 53.5-64.2 power, 6 apr) =Shot 5= slimey-burst pouch of voratun shots of amnesia (21/21, 53.5-64.2 power, 6 apr) =Shot 5=Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 21 On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +10 nature slow Burst (radius 2) on crit: +10 nature slow Shots are used with slings to pummel your foes to death. |
tundral pouch of voratun shots of amnesia (24/24, 56-67.2 power, 6 apr) =Shot 3= tundral pouch of voratun shots of amnesia (24/24, 56-67.2 power, 6 apr) =Shot 3=Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 56.0 - 67.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 24 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +29 cold Burst (radius 2) on crit: +7 cold Shots are used with slings to pummel your foes to death. |
quick dwarven-steel torque of charged psionic shield [power 45] (7 cooldown) quick dwarven-steel torque of charged psionic shield [power 45] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 45 for 7 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield [power 105] (10 cooldown) stralite torque of kinetic psionic shield [power 105] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 105 for 7 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of thermal psionic shield [power 153] (10 cooldown) voratun torque of thermal psionic shield [power 153] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 153 for 7 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of healing [power 240] (10 cooldown) dragonbone totem of healing [power 240] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal a target within range 9 (Willpower) for 240, putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Flyraoll the Cornac Skirmisher level 28
49th Haze 122nd year of Ascendancy at 14:17 see stats
By Flyraoll the Cornac Skirmisher level 34
80th Haze 122nd year of Ascendancy at 08:14 see stats
By Flyraoll the Cornac Skirmisher level 20
39th Dusk 122nd year of Ascendancy at 19:44 see stats
By Flyraoll the Cornac Skirmisher level 32
65th Haze 122nd year of Ascendancy at 05:30 see stats
By Flyraoll the Cornac Skirmisher level 41
49th Regrowth 123rd year of Ascendancy at 09:59 see stats
By Flyraoll the Cornac Skirmisher level 31
61st Haze 122nd year of Ascendancy at 23:44 see stats
By Flyraoll the Cornac Skirmisher level 15
20th Dusk 122nd year of Ascendancy at 11:06 see stats
By Flyraoll the Cornac Skirmisher level 39
40th Regrowth 123rd year of Ascendancy at 11:54 see stats
By Flyraoll the Cornac Skirmisher level 30
58th Haze 122nd year of Ascendancy at 18:53 see stats
By Flyraoll the Cornac Skirmisher level 43
2nd Pyre 123rd year of Ascendancy at 17:33 see stats
By Flyraoll the Cornac Skirmisher level 17
28th Dusk 122nd year of Ascendancy at 20:43 see stats
By Flyraoll the Cornac Skirmisher level 23
21st Haze 122nd year of Ascendancy at 17:20 see stats
By Flyraoll the Cornac Skirmisher level 32
64th Haze 122nd year of Ascendancy at 15:06 see stats
By Flyraoll the Cornac Skirmisher level 46
21st Pyre 123rd year of Ascendancy at 01:29 see stats
By Flyraoll the Cornac Skirmisher level 28
52nd Haze 122nd year of Ascendancy at 01:07 see stats
By Flyraoll the Cornac Skirmisher level 24
34th Haze 122nd year of Ascendancy at 09:25 see stats
By Flyraoll the Cornac Skirmisher level 10
9th Mirth 122nd year of Ascendancy at 19:04 see stats
By Flyraoll the Cornac Skirmisher level 20
35th Dusk 122nd year of Ascendancy at 10:26 see stats
By Flyraoll the Cornac Skirmisher level 30
56th Haze 122nd year of Ascendancy at 18:26 see stats
By Flyraoll the Cornac Skirmisher level 40
46th Regrowth 123rd year of Ascendancy at 12:27 see stats
By Flyraoll the Cornac Skirmisher level 45
19th Pyre 123rd year of Ascendancy at 06:48 see stats
By Flyraoll the Cornac Skirmisher level 44
8th Pyre 123rd year of Ascendancy at 22:19 see stats
By Flyraoll the Cornac Skirmisher level 21
64th Dusk 122nd year of Ascendancy at 05:53 see stats
By Flyraoll the Cornac Skirmisher level 43
5th Pyre 123rd year of Ascendancy at 17:03 see stats
By Flyraoll the Cornac Skirmisher level 24
39th Haze 122nd year of Ascendancy at 11:57 see stats
By Flyraoll the Cornac Skirmisher level 31
58th Haze 122nd year of Ascendancy at 21:41 see stats
By Flyraoll the Cornac Skirmisher level 35
1st Decay 122nd year of Ascendancy at 09:04 see stats
By Flyraoll the Cornac Skirmisher level 10
10th Mirth 122nd year of Ascendancy at 12:33 see stats
By Flyraoll the Cornac Skirmisher level 35
1st Decay 122nd year of Ascendancy at 09:04 see stats
By Flyraoll the Cornac Skirmisher level 10
4th Flare 122nd year of Ascendancy at 12:12 see stats
By Flyraoll the Cornac Skirmisher level 35
6th Allure 123rd year of Ascendancy at 15:14 see stats
By Flyraoll the Cornac Skirmisher level 27
47th Haze 122nd year of Ascendancy at 04:11 see stats
By Flyraoll the Cornac Skirmisher level 20
39th Dusk 122nd year of Ascendancy at 17:10 see stats
By Flyraoll the Cornac Skirmisher level 27
47th Haze 122nd year of Ascendancy at 11:30 see stats
Log
Flyraoll picks up (Q.): voratun helm (0 def, 5 armour).
Flyraoll picks up (K.): voratun waraxe of rage (41.5-58.1 power, 6 apr).
Flyraoll picks up (V.): Armegen (18/18, 50-70 power, 18 apr).
Flyraoll picks up (H.): chilling stralite mace of projection (36.5-51.1 power, 5 apr).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 5 turns (stop reason: at exit).
You gain 11.33 gold from the transmogrification of Armegen (18/18, 50-70 power, 18 apr).
You gain 22.50 gold from the transmogrification of stralite plate armour 'Runakalthorak' (13 def, 13 armour).
You gain 0.45 gold from the transmogrification of voratun helm (0 def, 5 armour).
You gain 4.81 gold from the transmogrification of voratun waraxe of rage (41.5-58.1 power, 6 apr).
You gain 3.10 gold from the transmogrification of chilling stralite mace of projection (36.5-51.1 power, 5 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 30th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
Today is the 31st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Today is the 32nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
Today is the 33rd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Today is the 34th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
There is a Entrance to Grushnak Pride bastion here (press '' or right click to use).
There is a ladder to worldmap here (press '' or right click to use).
Flyraoll deactivates Bombardment.
Flyraoll deactivates Trained Reactions.
Flyraoll deactivates Counter Shot.
Flyraoll deactivates Antimagic Shield.