Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 17 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by orc warrior at level 2 on the 18th Voratun 122nd year of Ascendancy at 13:25 0 / 6Killed by elven tempest at level 7 on the 22nd Profit 122nd year of Ascendancy at 07:49 Killed by elven blood mage at level 7 on the 22nd Profit 122nd year of Ascendancy at 09:43 Killed by Isuvea the grave wight at level 17 on the 18th Loss 122nd year of Ascendancy at 02:48 Killed by Mayithra the barrow wight at level 17 on the 18th Loss 122nd year of Ascendancy at 12:56 Killed by Mayithra the barrow wight at level 17 on the 18th Loss 122nd year of Ascendancy at 18:15 |
| Antimagic | Follower |
Primary Stats
| Strength | 47 (base 34) |
| Dexterity | 8 (base 10) |
| Constitution | 20 (base 15) |
| Magic | 8 (base 10) |
| Willpower | 68 (base 44) |
| Cunning | 23 (base 10) |
Resources
| Life | -1/542 |
| Equilibrium | 59 |
| Healing Factor | 0.36860522957152 |
| Regeneration | 4.5850483483466 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 28 |
| Crit Chance | 14% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45.933333333333 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Temporal | +3% |
| Acid | +12% |
| Physical | +6% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Lightning | +5% |
| Fire | +10% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 40.883265481555 (43.636363636364%) |
| Defense | 4.3 |
| Ranged Defense | 4.3 |
| Fatigue | 15 |
| Physical Save | 41.143411764706 |
| Spell Save | 31.290117647059 |
| Mental Save | 34.415117647059 |
Defense: Resistances
| Blight | + 31%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 61%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 23%( 70%) |
| Mind | + 19%( 70%) |
| Arcane | + 27%( 70%) |
| Fire | + 54%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Pinning Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 83% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 96 life over 5 turns. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Venom drake aspect | 1.65 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Wild Growth |
| talent | Icy Skin |
| detrimental effect | The target's final doom is drawing near, reducing healing factor by 100% and dealing 56.41 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 6.69 life per turn. Regeneration |
| beneficial effect | You gain 15% resistance against arcane. Resolve |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| beneficial effect | The target is recovering 3 life each turn and its healing modifier has been increased by 7%. Recovery |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 grave | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)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 |
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. | 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed length of troll intestine. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed sandworm tooth. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within4 lumberjacks have died. | 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 | 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 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 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. |
| Light source | brass lantern of the forge brass lantern of the forgeInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 12 dreamforge Damage when the wearer is hit: 11 dreamforge Changes resistances: +6% mind / +5% fire Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | stabilizing rough leather cap of strength (+3) (0 def, 1 armour) stabilizing rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Physical save: +11 A cap made of leather. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 65 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | savior's copper ring of fire (+22%) savior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Physical save: +7 Spell save: +6 Mental save: +7 Rings can have magical properties. |
| On fingers | Dairorekor the Galenigh Dairorekor the GalenighCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Cun / +11 Wil Changes resistances penetration: +10% acid Changes damage: +6% lightning / +12% acid Disarm immunity: +24% Pinning immunity: +30% Knockback immunity: +33% Maximum life: +32.00 Mindpower: +18 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Salibeth the Hellvengeance (43.5-69.6 power, 2 apr) Salibeth the Hellvengeance (43.5-69.6 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 43.5 - 69.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +4 temporal When wielded/worn: Changes resistances: +3% fire Changes resistances penetration: +10% fire Changes damage: +3% temporal Massive two-handed swords. |
| On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 1/6) : Effective talent level: 2.0 Power cost: 6 out of 1/6. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 127.62 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | rejuvenating iron mail armour of fire resistance (2 def, 4 armour) rejuvenating iron mail armour of fire resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +17% fire Life regen: +2.60 Stamina each turn: +0.50 A suit of armour made of mail. |
| Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +2 Str / +2 Con Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Salyvea the Thunderweeper Salyvea the ThunderweeperCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +13 Armour penetration: +11 Physical crit. chance: +7.0% Damage when the wearer hits(melee): 4 mind Damage when the wearer is hit: 8 lightning Changes resistances penetration: +5% lightning / +10% mind Talent mastery: +0.35 Wild-gift / Venom drake aspect Critical mult.: +30.00% Amulets can have magical properties. |
Inventory
healing infusion of the sneak (heal 138) healing infusion of the sneak (heal 138)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 138 life. 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. |
insidious poison infusion of the titan (16 nature damage, 21% healing reduction) insidious poison infusion of the titan (16 nature damage, 21% 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: 3.0 Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 15.71 nature damage per turns for 7 turns, and reducing the target's healing received by 21%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the warrior (27 nature damage, 20% healing reduction) insidious poison infusion of the warrior (27 nature damage, 20% 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: 4.0 Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 26.86 nature damage per turns for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 12%; cure physical) wild infusion of the sneak (resist 12%; 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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 12% for 6 turns. 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. |
manasurge rune of the sneak (696% regen over 10 turns; 35 instant mana) manasurge rune of the sneak (696% regen over 10 turns; 35 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 696% over 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 6; power 19; dur 3) phase door rune of the titan (range 6; power 19; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 9; power 26; dur 4) phase door rune of the warrior (range 9; power 26; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. 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 ability. |
shielding rune of the wizard (absorb 214 for 4 turns) shielding rune of the wizard (absorb 214 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 214 damage for 4 turns. Its effects scale with your Magic 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 ability. |
teleportation rune of the psychic (range 98) teleportation rune of the psychic (range 98)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 98 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet 'Goresin' copper amulet 'Goresin'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when the wearer hits(melee): 4 acid Life regen: +1.10 Amulets can have magical properties. |
grounding copper amulet of mastery (0.10 Wild-gift / Fungus) grounding copper amulet of mastery (0.10 Wild-gift / Fungus)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.10 Wild-gift / Fungus Stun/Freeze immunity: +20% Amulets can have magical properties. |
stabilizing copper amulet of willpower (+2) stabilizing copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
rogue's copper ring of sensing rogue's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Blindness immunity: +21% See stealth: +5 See invisible: +5 Rings can have magical properties. |
Borydesin (32-48 power, 2 apr) Borydesin (32-48 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +8 temporal When wielded/worn: Accuracy: +6 Defense: +10 Changes stats: +1 Con Infravision radius: +1 Massive two-handed battleaxes. |
Armylamagas (18.5-24.05 power, 7 apr) Armylamagas (18.5-24.05 power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +22 mind When wielded/worn: Critical mult.: +5.00% Stun/Freeze immunity: +15% It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
Betithra the iron dagger (5-6.5 power, 5 apr) Betithra the iron dagger (5-6.5 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +3% light Silence immunity: +15% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger (12-15.6 power, 6 apr)steel dagger (12-15.6 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of crippling (8.5-11.05 power, 6 apr)steel dagger of crippling (8.5-11.05 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 8.5 - 11.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
Emelureda (29.5-44.25 power, 2 apr) Emelureda (29.5-44.25 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +8 darkness Damage against: +6% Humanoid When wielded/worn: Psi each turn: +0.20 Mindpower: +4 Mental crit. chance: +1% Massive two-handed maul. |
Flarelace (29.5-44.25 power, 2 apr) Flarelace (29.5-44.25 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire When wielded/worn: Damage when the wearer is hit: 8 fire Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. steel greatsword of crippling (22-35.2 power, 2 apr)steel greatsword of crippling (22-35.2 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +8.0% Massive two-handed swords. |
Glaresquall GlaresquallRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +10 When wielded/worn: Changes stats: +5 Dex Changes resistances: +6% light Mental save: +3 Silence immunity: +5% Teleport immunity: +10% Longbows are used to shoot arrows at your foes. |
Elywyn the Sparkwing (13-18.2 power, 3 apr) Elywyn the Sparkwing (13-18.2 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +7 mind / +4 lightning Damage conversion: 25% mind When wielded/worn: Changes stats: +3 Wil Damage when the wearer is hit: 12 lightning Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thunderous steel mace (13.5-18.9 power, 3 apr)thunderous steel mace (13.5-18.9 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage conversion: 27% lightning When wielded/worn: Changes stats: +2 Str / +1 Dex / +2 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances penetration: +6% lightning Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. radiant vined mindstar of clarity (4.5-4.95 power, 18 apr, nature damage)radiant vined mindstar of clarity (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +3 light When wielded/worn: Mental save: +2 Maximum psi: +13.00 Mindpower: +4 Mental crit. chance: +4% Light radius: +1 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. |
Eldoral Last Resort Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 70% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
This item will automatically be transmogrified when you leave the level. steady cured leather sling of acidsteady cured leather sling of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +7 Damage when this weapon hits(ranged): +7 acid When wielded/worn: Accuracy: +5 Changes damage: +11% acid Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Cyrolenor the Sunmoon (15-18 power, 3 apr, fire damage)Cyrolenor the Sunmoon (15-18 power, 3 apr, fire damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +4 Changes resistances: +6% light Changes damage: +15% fire Talent granted: +1 Command Staff Cut immunity: +5% Teleport immunity: +5% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 Spell crit. chance: +2% It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash magestaff of blasting (15-18 power, 3 apr, lightning damage)ash magestaff of blasting (15-18 power, 3 apr, lightning damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +8% It can be used to project damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff of illumination (15-18 power, 3 apr, light damage)ash starstaff of illumination (15-18 power, 3 apr, light damage) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 Damage when the wearer hits(melee): 9 blinding light Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 39.02 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen ash vilestaff (15-18 power, 3 apr, blight damage)earthen ash vilestaff (15-18 power, 3 apr, blight damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Blight Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Armour Hardiness: +3% Changes damage: +15% blight Talent granted: +1 Command Staff Physical save: +3 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Driyalin the steel waraxe (11.5-16.1 power, 3 apr) Driyalin the steel waraxe (11.5-16.1 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +2% physical Defense after a teleport: +5 One-handed war axes. |
Skullcleaver (16-22.4 power, 3 apr) Skullcleaver (16-22.4 power, 3 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Damage when this weapon hits: +10 draining blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Polimina (1 def, 0 armour) Polimina (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +2 Dex Damage when the wearer hits(melee): 2 blight Changes damage: +3% arcane New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots (0 def, 1 armour)pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
iron gauntlets 'Duathelwilter' (0 def, 5 armour) iron gauntlets 'Duathelwilter' (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage when the wearer hits(melee): 6 mind Changes resistances: +6% mind Changes damage: +4% mind Disarm immunity: +5% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Flashvalor' (0 def, 1 armour) iron gauntlets 'Flashvalor' (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Changes resistances: +6% fire Changes resistances penetration: +10% darkness Physical save: +6 Mental save: +5 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Silinne' (0 def, 1 armour) rough leather gloves 'Silinne' (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +5 Armour: +1 Changes stats: +3 Str / +1 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Balarath the dwarven-steel helm (0 def, 6 armour) Balarath the dwarven-steel helm (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +4% Changes resistances: +6% darkness / +6% temporal Maximum vim: +10.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Ce'Nina the iron helm (0 def, 3 armour)Ce'Nina the iron helm (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Str / +6 Dex / +2 Mag Critical mult.: +5.00% Spellpower: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Haledurach the rough leather cap (0 def, 2 armour) Haledurach the rough leather cap (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes damage: +6% blight Mana each turn: +0.04 Infravision radius: +1 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. steel mail armour of acid resistance (2 def, 6 armour)steel mail armour of acid resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +17% acid A suit of armour made of mail. |
Samidor the Strikeorder (2 def, 4 armour) Samidor the Strikeorder (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer is hit: 16 lightning Changes resistances: +16% fire / +15% cold / +3% lightning / +17% acid / +3% blight Changes damage: +6% lightning A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 18 dam, 48 block) Coral Spray (8 def, 8 armour, 18 dam, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage when this weapon hits: +10 cold When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 When you block an attack, there is a chance that a spray of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Yvuminn (6 def, 7 armour, 16 dam, 62 block) Yvuminn (6 def, 7 armour, 16 dam, 62 block)Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.0% Block value: +62 Burst (radius 2) on crit: +4 mind When wielded/worn: Armour: +7 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Mindpower: +4 Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of mind resistance (+12%) (8 def, 2 armour, 33 dam, 80 block)dwarven-steel shield of mind resistance (+12%) (8 def, 2 armour, 33 dam, 80 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.0 - 39.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.5% Block value: +80 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +12% mind Talent granted: +3 Block Handheld deflection devices |
quiver of elven-wood arrows 'Phlegmthorn' (11/25, 42.5-59.5 power, 14 apr) quiver of elven-wood arrows 'Phlegmthorn' (11/25, 42.5-59.5 power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 42.5 - 59.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 25 Special effect when this weapon hits: 10% chance to crush the target Damage when this weapon hits(ranged): +8 nature slow / +20 insidious poison / +9 gravity Burst (radius 1) on hit: +4 acid When wielded/worn: Ammo reloads per turns: +6 Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
opal 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 Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% mind Changes damage: +10% mind Mental save: +10 Sleep immunity: +100% It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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 is 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. |
Salowe the Glintwrest [power 213] (6 cooldown) Salowe the Glintwrest [power 213] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when the wearer is hit: 4 mind Psi each turn: +0.20 Mindpower: +2 Light radius: +3 It can be used to fire a blast of psionic energies in a beam (dam 106-213), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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% Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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% Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
9 zircon 9 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Knufflon the Dwarf Wyrmic level 15
27th Dearth 122nd year of Ascendancy at 07:57 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Knufflon the Dwarf Wyrmic level 15
22nd Dearth 122nd year of Ascendancy at 08:49 see stats
Exterminator
Killed 1000 creatures.By Knufflon the Dwarf Wyrmic level 16
16th Loss 122nd year of Ascendancy at 21:08 see stats
Level 10
Got a character to level 10.By Knufflon the Dwarf Wyrmic level 10
32nd Profit 122nd year of Ascendancy at 23:49 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Knufflon the Dwarf Wyrmic level 15
37th Dearth 122nd year of Ascendancy at 18:54 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Knufflon the Dwarf Wyrmic level 14
23rd Wealth 122nd year of Ascendancy at 16:14 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Knufflon the Dwarf Wyrmic level 4
19th Voratun 122nd year of Ascendancy at 04:29 see stats
The Arena
Unlocked Arena mode.By Knufflon the Dwarf Wyrmic level 5
9th Profit 122nd year of Ascendancy at 17:18 see stats
Log
Knufflon uses Infusion: Wild.
Knufflon is not stunned anymore.
Knufflon is cured!
Knufflon lessens the pain.
Knufflon is confused and fails to use Nature's Touch.
Talent Ice Wall is ready to use.
Talent Waters of Life is ready to use.
Talent Ice Claw is ready to use.
Talent Sand Breath is ready to use.
Talent Burrow is ready to use.
Knufflon is invigorated by the attack!
Impending Doom from Mayithra the barrow wight hits Knufflon for 60 arcane damage.
Mayithra the barrow wight casts Lightning.
Knufflon is invigorated by the attack!
Mayithra the barrow wight hits Knufflon for 153 lightning damage.
Knufflon uses Nature's Touch.
Knufflon starts regenerating health quickly.
Knufflon receives 98 healing.
Knufflon is invigorated by the attack!
Impending Doom from Mayithra the barrow wight hits Knufflon for 49 arcane damage.
Knufflon uses Ice Wall.
Knufflon is invigorated by the attack!
Impending Doom from Mayithra the barrow wight hits Knufflon for 41 arcane damage.
Mayithra the barrow wight is knocked back!
Knufflon hits Mayithra the barrow wight for 83 physical damage.
Saving game...
