Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Reaver |
| Level / Exp | 34 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by venom wyrm at level 27 on the 43rd Steel 123rd year of Ascendancy at 15:53 4 / 2Killed by orc grand master assassin at level 34 on the 22nd Stralite 123rd year of Ascendancy at 14:28 |
Primary Stats
| Strength | 49 (base 39) |
| Dexterity | 9 (base 11) |
| Constitution | 61 (base 44) |
| Magic | 62 (base 60) |
| Willpower | 16 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Mana | 208/208 |
| Equilibrium | 0 |
| Vim | 144/144 |
| Life | 1304/1304 |
| Positive | 120/129 |
| Healing Factor | 1.22 |
| Regeneration | 4.819 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
| See Stealth | 12 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 101 |
| Accuracy | 47 |
| Crit Chance | 16% |
| APR | 26 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 47 |
| Crit Chance | 13% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42.666666666667 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.4 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +34% |
| Physical | +5% |
| Mind | +8% |
Offense: Damage Penetration
| Blight | +10% |
Defense: Base
| Armour (hardiness) | 57.28 (76%) |
| Defense | 25.825 |
| Ranged Defense | 25.825 |
| Fatigue | 21 |
| Physical Save | 69.047951296522 |
| Spell Save | 50.663935062029 |
| Mental Save | 40.75 |
Defense: Resistances
| Mind | 12%( 70%) |
| Lightning | 23%( 70%) |
| Light | 15%( 70%) |
| Fire | 36%( 70%) |
| Blight | 24%( 70%) |
| Physical | 19%( 70%) |
| Cold | 23%( 70%) |
| All | 15%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Knockback Resistance | 90% |
| Confusion Resistance | 6% |
Inscriptions (4/4)
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 469 life over 5 turns. Its effects scale with your Magic stat. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 21% for 6 turns. Its effects scale with your Constitution stat. |
| Rune | Effective talent level: 1.0 ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 424 damage for 5 turns. Its effects scale with your Magic stat. |
| Rune | Effective talent level: 1.0 TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 85 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Corruption / Vim | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 4/10 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Premonition |
| talent | Willful Tormenter |
| talent | Overkill |
| talent | Ruin |
| talent | Chant of Fortitude |
| talent | Bone Shield |
| beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | An aura of death surrounds you. Level 1 Curse of Corpses 1Penalty: Fear of Death: -2% resistance against damage from the undead. Level 1: Power over Death: +4% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife& And now for a grave | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
Escort: injured seer (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
From bellow, it devours | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher& Sher'Tul Fortress | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 south east and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj&WHITEREDWHITELIGHT_GREEN039;ve found the needed orc heart. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed vampire lord fang. * You&WHITELIGHT_GREEN039;ve found the needed warg claw. * You&WHITESLATE039;Needed: one storm wyrm claw. I recommend severing one of dewclaws. They&039;ve never been blunted by use, so be careful you don&039;t get eaten.&WHITELIGHT_GREEN039;ve found the needed bloated horror heart. * &039; * You&WHITEGREEN | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak&WHITESLATEWHITESLATEWHITESLATE | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&SLATEWHITESLATE There and back again | active |
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 | restorative pair of dwarven-steel boots of rushing (0 def, 4 armour) restorative pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +3 Con Life regen: +0.80 Healing mod.: +12% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage. If the attack hits the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | preserving alchemist& preserving alchemist&Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Con Life regen: +0.30 Maximum life: +57.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Corrupted Gaze (2 def, 5 armour) Corrupted Gaze (2 def, 5 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 4 When wielded/worn: Accuracy: +8 Armour: +5 Defense: +2 Fatigue: +3% Changes stats: +4 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +10% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +30% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 25 power out of 32/32) : Effective talent level: 4.2 Power cost: 25 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: Feel the very existence of creatures around you for 7 turns in a radius of 10. The evil touch will reduce their blight resistance by 22% but also make them aware of you. The resistance will decrease with Magic stat. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You should be careful to never lower it for long, lest the visions affect your mind. |
| On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. 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 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.00 Travel Speed: instantaneous Description: Throws a huge boulder at a target, damaging it for 61.00 and knocking it back. The damage will increase with the Strength stat Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | stralite ring of life stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +0.90 Maximum life: +59.00 Healing mod.: +23% Rings can have magical properties. |
| On fingers | rogue& rogue&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 Changes stats: +5 Cun Life regen: +1.00 Maximum life: +54.00 Healing mod.: +16% Rings can have magical properties. |
| Around neck | vitalizing stralite amulet of murder vitalizing stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 Armour penetration: +6 Physical crit. chance: +3.0% Changes stats: +4 Con Critical mult.: +12.00% Physical save: +7 Life regen: +0.70 Maximum life: +34.00 Amulets can have magical properties. |
| In main hand | Malediction (55-66 power, 15 apr) (Corpses) Malediction (55-66 power, 15 apr) (Corpses)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +20 blight When wielded/worn: Changes damage: +20% blight Life regen: -0.30 Curse of Corpses The land withers and crumbles wherever this cursed axe rests. |
| Around waist | stabilizing rough leather belt of life stabilizing rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 Life regen: +0.30 Healing mod.: +11% A belt that goes around your waist. |
| In off hand | Anmalice (38-53.2 power, 20 apr) (Madness) Anmalice (38-53.2 power, 20 apr) (Madness)Requires: - Willpower 20 - Strength 32 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 20% Wil, 80% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: torments the target with many mental effects Special effect when this weapon kills: reduces loss of mental save When wielded/worn: Changes damage: +8% mind Mental save: +0 Mindpower: +8 Curse of Madness The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
| Cloak | Wrap of Stone (0 def, 10 armour) (Misfortune) Wrap of Stone (0 def, 10 armour) (Misfortune)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 50 power out of 50/50) : Effective talent level: 1.2 Power cost: 50 out of 50/50. Range: 7.00 Travel Speed: instantaneous Is Spell: true Description: Entomb yourself in a wall of stone for 5 turns. At level 4 it becomes targetable. Duration will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Cuirass of the Thronesmen (20 def, 29 armour) (Nightmares) Cuirass of the Thronesmen (20 def, 29 armour) (Nightmares)Requires: - Strength 44 - Talent Armour Training (level 4) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +29 Defense: +20 Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% fire Physical save: +40 Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
titan& titan&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: 1 turn Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 47). It will also blind any creatures caught inside (power 94) for 3 turns. 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. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 14%; cure magical, physical)wild infusion (resist 14%; cure magical, 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 Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 14% for 6 turns. 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 15%; cure mental, physical) wild infusion (resist 15%; 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: 17 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 15% for 7 turns. 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. |
wizard& wizard&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 Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 30% for 7 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. |
Rune of Reflection (absorb and reflect 193 for 5 turns) Rune of Reflection (absorb and reflect 193 for 5 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: 15 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing and reflecting at most 193 damage for 5 turns. The effect will scale with your magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
duelist& duelist&Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport in a range of 7. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 6)phase door rune (range 6) 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 Spell: true Description: Activate the rune to teleport randomly in a range of 6. 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 (absorb 243 for 5 turns) shielding rune (absorb 243 for 5 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 Spell: true Description: Activate the rune to create a protective shield absorbing at most 243 damage for 5 turns. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. 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 |
Ancient Tome titled &039; Ancient Tome titled &039;0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
cleansing gold amulet of the fish cleansing gold amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% nature / +15% cold Allows you to breathe in: water Poison immunity: +20% Amulets can have magical properties. |
Nerasevea NeraseveaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer is hit: 12 blight Changes resistances: +5% arcane Changes resistances penetration: +10% blight Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
marksman& marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Stun/Freeze immunity: +21% Life regen: +0.70 Rings can have magical properties. |
mule& mule&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumberance: +21 Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +20% Rings can have magical properties. |
warrior& warrior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
warrior& warrior&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes stats: +5 Str Stun/Freeze immunity: +29% Life regen: +0.90 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. huntsman&huntsman& Requires: - Strength 35 Infused by nature Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +10 nature / +16 mind Damage against: +20% Animal Curse of Madness It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed maul. |
Corpathus (40-56 power, 12 apr) (Nightmares) Corpathus (40-56 power, 12 apr) (Nightmares)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% Special effect when this weapon crits: grows in power Special effect when this weapon kills: grows dramatically in power Damage when this weapon hits: +18 drain life When wielded/worn: Changes damage: +5% blight Critical mult.: +32.00% Cut immunity: -25% Maximum vim: +20.00 Curse of Nightmares Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
This item will automatically be transmogrified when you leave the level. harmonious pulsing mindstar of flames (14-15.4 power, 32 apr, mind damage) (Madness)harmonious pulsing mindstar of flames (14-15.4 power, 32 apr, mind damage) (Madness) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 fire Changes resistances: +4% nature / +2% fire Changes resistances penetration: +6% nature / +5% fire Changes damage: +5% nature / +6% fire Talent mastery: +0.10 Wild-gift / Harmony Equilibrium when hit: +1.20 Mindpower: +4 Mental crit. chance: +4% Curse of Madness It can be used to completes a nature powered mindstar set, placing all other charms into a 20 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. harmonious pulsing mindstar of storms (12.5-13.75 power, 32 apr, nature damage) (Madness)harmonious pulsing mindstar of storms (12.5-13.75 power, 32 apr, nature damage) (Madness) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 5 lightning Changes resistances: +5% lightning / +5% nature Changes resistances penetration: +6% lightning / +5% nature Changes damage: +4% lightning / +5% nature Talent mastery: +0.10 Wild-gift / Harmony Equilibrium when hit: +1.10 Mindpower: +4 Mental crit. chance: +4% Curse of Madness It can be used to completes a nature powered mindstar set, placing all other charms into a 20 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. cruel elven-wood starstaff of invocation (25-30 power, 5 apr, light damage) (Corpses)cruel elven-wood starstaff of invocation (25-30 power, 5 apr, light damage) (Corpses) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Light Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% light Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +12 Spell crit. chance: +4% Curse of Corpses It can be used to projects 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. greater elven-wood magestaff of protection (25-30 power, 5 apr, fire damage) (Nightmares)greater elven-wood magestaff of protection (25-30 power, 5 apr, fire damage) (Nightmares) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% arcane / +12% fire / +12% cold / +12% lightning Changes damage: +25% arcane / +25% fire / +25% cold / +25% lightning Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elven-wood starstaff of protection (28-33.6 power, 5 apr, darkness damage) (Shrouds)potent elven-wood starstaff of protection (28-33.6 power, 5 apr, darkness damage) (Shrouds) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 28.0 - 33.6 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% darkness Changes damage: +28% darkness Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Rhukaltholin the Morbusjam (31-43.4 power, 5 apr) (Misfortune) Rhukaltholin the Morbusjam (31-43.4 power, 5 apr) (Misfortune)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +7 Physical crit. chance: +18.0% Defense: +9 Changes damage: +6% nature Infravision radius: +3 Curse of Misfortune One-handed war axes. |
Skullcleaver (16-22.4 power, 3 apr) (Nightmares) Skullcleaver (16-22.4 power, 3 apr) (Nightmares)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical 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 drain life When wielded/worn: Changes damage: +8% blight Curse of Nightmares 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. |
thunderous dwarven-steel waraxe (19-26.6 power, 4 apr) (Shrouds) thunderous dwarven-steel waraxe (19-26.6 power, 4 apr) (Shrouds)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage conversion: 25% lightning daze When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning Curse of Shrouds One-handed war axes. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 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. |
Sparktreason (0 def, 4 armour) Sparktreason (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when the wearer hits(melee): 6 blight Damage when the wearer is hit: 12 lightning Changes resistances: +6% blight Changes damage: +9% blight Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
reinforced pair of iron boots of evasion (6 def, 6 armour) reinforced pair of iron boots of evasion (6 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +6 Fatigue: +2% Changes resistances: +5% fire / +5% cold / +5% lightning / +6% acid It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.3 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 24% chance to completely evade them for 6 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Cyrilratha the Moldclash (7 def, 13 armour) Cyrilratha the Moldclash (7 def, 13 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 Armour: +13 Defense: +7 Fatigue: +5% Changes stats: +3 Str / +5 Wil / +4 Cun / +3 Con Damage when the wearer is hit: 12 nature / 8 lightning Changes damage: +6% nature Physical save: +12 Mindpower: +5 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic stralite plate armour of implacability (7 def, 19 armour)prismatic stralite plate armour of implacability (7 def, 19 armour) Requires: - Strength 48 - Talent Armour Training (level 4) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +7 Fatigue: +21% Changes resistances: +12% darkness / +14% light Physical save: +8 A suit of armour made of metal plates. |
radiant dwarven-steel plate armour of the dragon (5 def, 11 armour) (Corpses) radiant dwarven-steel plate armour of the dragon (5 def, 11 armour) (Corpses)Requires: - Strength 35 - Talent Armour Training (level 4) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes stats: +1 Str / +2 Wil / +3 Con Damage when the wearer is hit: 7 light Changes resistances: +8% physical / +5% fire / +7% cold / +8% lightning / +5% acid / +12% blight / +12% darkness Talent cooldown: Rush (-5 turns) Disarm immunity: +26% Stun/Freeze immunity: +25% Knockback immunity: +20% Light radius: +1 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. elemental quiver of elven-wood arrows of gravity (13/13, 44.5-62.3 power, 14 apr)elemental quiver of elven-wood arrows of gravity (13/13, 44.5-62.3 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 13 Special effect when this weapon hits: 10% chance to crush the target Damage when this weapon hits(ranged): +6 gravity Damage conversion: 11% fire / 16% cold / 18% lightning / 15% acid Arrows are used with bows to pierce your foes to death. |
9 agate 9 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. |
104 alchemist agate 104 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
12 onyx 12 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
16 aquamarine 16 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. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
13 topaz 13 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. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
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. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern of corpselight brass lantern of corpselightPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Spellpower: +4 Spell crit. chance: +3% Light radius: +2 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. watchleader&watchleader& Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Light radius: +5 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 8 for 5 turns. The radius will increase with the Cunning stat Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foes infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 255/400. 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 (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE |
Muckspawner [power 3] (20 cooldown) Muckspawner [power 3] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +2 Dex Damage when the wearer is hit: 12 nature Maximum wards: +1 nature / +2 acid / +3 light Changes damage: +3% nature Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Rushing Claws +1 Ward It can be used to removes up to 3 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
17 amethyst 17 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
8 citrine 8 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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Ctalhi the Dwarf Reaver level 30
14th Gold 123rd year of Ascendancy at 19:32 see stats
Against all odds
Killed Ukruk in the ambush.By Ctalhi the Dwarf Reaver level 30
9th Gold 123rd year of Ascendancy at 19:30 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Ctalhi the Dwarf Reaver level 23
4th Steel 123rd year of Ascendancy at 17:00 see stats
Arachnophobia
Destroyed the spydric menace.By Ctalhi the Dwarf Reaver level 33
15th Stralite 123rd year of Ascendancy at 17:10 see stats
Brave new world
Went to the Far East and took part in the war.By Ctalhi the Dwarf Reaver level 32
27th Gold 123rd year of Ascendancy at 16:21 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ctalhi the Dwarf Reaver level 17
21st Wealth 122nd year of Ascendancy at 02:48 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Ctalhi the Dwarf Reaver level 31
24th Gold 123rd year of Ascendancy at 05:02 see stats
Exterminator
Killed 1000 creaturesBy Ctalhi the Dwarf Reaver level 16
39th Profit 122nd year of Ascendancy at 09:04 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ctalhi the Dwarf Reaver level 22
7th Shortage 122nd year of Ascendancy at 02:19 see stats
Level 10
Got a character to level 10.By Ctalhi the Dwarf Reaver level 10
8th Profit 122nd year of Ascendancy at 09:06 see stats
Level 20
Got a character to level 20.By Ctalhi the Dwarf Reaver level 20
39th Dearth 122nd year of Ascendancy at 01:43 see stats
Level 30
Got a character to level 30.By Ctalhi the Dwarf Reaver level 30
9th Gold 123rd year of Ascendancy at 06:27 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ctalhi the Dwarf Reaver level 17
9th Dearth 122nd year of Ascendancy at 01:00 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Ctalhi the Dwarf Reaver level 32
24th Gold 123rd year of Ascendancy at 10:23 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Ctalhi the Dwarf Reaver level 5
19th Voratun 122nd year of Ascendancy at 21:28 see stats
The Arena
Unlocked Arena mode.By Ctalhi the Dwarf Reaver level 9
7th Profit 122nd year of Ascendancy at 17:48 see stats
The secret city
Discovered the truth about mages.By Ctalhi the Dwarf Reaver level 12
22nd Profit 122nd year of Ascendancy at 21:02 see stats
Treasure Hoarder
Amass 3000 gold pieces.By Ctalhi the Dwarf Reaver level 28
2nd Gold 123rd year of Ascendancy at 06:24 see stats
Treasure Hunter
Amass 1000 gold pieces.By Ctalhi the Dwarf Reaver level 19
37th Dearth 122nd year of Ascendancy at 23:56 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Ctalhi the Dwarf Reaver level 29
9th Gold 123rd year of Ascendancy at 06:27 see stats
Log
Resting starts...
Talent Rune: Shielding is ready to use.
Talent Providence is ready to use.
Talent Drain is ready to use.
Talent Barrier is ready to use.
Talent Healing Light is ready to use.
Talent Bathe in Light is ready to use.
Talent Pacification Hex is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Bone Shield is ready to use.
Talent Overkill is ready to use.
Talent Willful Tormenter is ready to use.
Talent Premonition is ready to use.
Talent Ruin is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ctalhi activates Overkill.
Ctalhi activates Premonition.
Ctalhi activates Chant of Fortitude.
Ctalhi activates Ruin.
Ctalhi activates Willful Tormenter.
Ctalhi activates Bone Shield.
Ran for 2 turns (stop reason: interesting character).
Saving done.
There is a Backdoor to the Vor Armoury here (press &039; or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
