











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 20 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by arcane blade at level 7 on the 31st Voratun 122nd year of Ascendancy at 02:08 0 / 7Killed by Mayinor the large white snake at level 13 on the 40th Profit 122nd year of Ascendancy at 18:00 Killed by Yvelraba the minotaur at level 16 on the 25th Wealth 122nd year of Ascendancy at 12:27 Killed by Cyrevena the midge swarm at level 20 on the 8th Dearth 122nd year of Ascendancy at 20:34 Killed by Elevea the Guardian at level 20 on the 8th Dearth 122nd year of Ascendancy at 22:45 Killed by Ivywyn the gwelgoroth at level 20 on the 9th Dearth 122nd year of Ascendancy at 05:54 Killed by Ivywyn the gwelgoroth at level 20 on the 9th Dearth 122nd year of Ascendancy at 06:01 |
Primary Stats
| Strength | 62 (base 32) |
| Dexterity | 43 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 46 (base 39) |
| Willpower | 60 (base 31) |
| Cunning | 33 (base 10) |
Resources
| Life | -2/586 |
| Mana | 504/504 |
| Equilibrium | 0 |
| Steam | 100/100 |
| Healing Factor | 1.063829787234 |
| Regeneration | 10.265957446808 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 9 |
| Infravision | 15 |
| See Stealth | 71.698633710524 |
| See Invisible | 69.698633710524 |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 47 |
| Crit Chance | 17% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 47 |
| Crit Chance | 16% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +18% |
| Physical | +5% |
| Arcane | +3% |
| Fire | +30% |
| All | +0% |
Offense: Damage Penetration
| Lightning | +20% |
| Light | +25% |
| Physical | +9% |
| Arcane | +15% |
| Mind | +15% |
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 46 (87.462686567164%) |
| Defense | 36 |
| Ranged Defense | 46 |
| Fatigue | 19 |
| Physical Save | 44 |
| Spell Save | 36 |
| Mental Save | 41 |
Defense: Resistances
| Acid | 25%( 70%) |
| Arcane | 5%( 70%) |
| Cold | 21%( 70%) |
| All | 0%( 70%) |
| Lightning | 7%( 70%) |
| Light | 3%( 70%) |
| Temporal | 12%( 70%) |
| Mind | 15%( 70%) |
| Physical | 10%( 70%) |
| Fire | 32%( 70%) |
| Nature | 20%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 47% |
| Poison Resistance | 50% |
| Blind Resistance | 24% |
| Disarm Resistance | 22% |
| Bleed Resistance | 50% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 588% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.43 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by warg. Escort: repented thief (level 3 of Trollmire) | failed |
You failed to protect the worried loremaster from death by green worm mass. Escort: worried loremaster (level 1 of Ruins of Kor'Pul) | failed |
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 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. * 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. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one ritch stinger. Keep as much venom in it as possible.&WHITESLATE039;Needed: one giant spider spinneret. The spiders in your barn won&039;ll know a giant spider when you see one, though they&039;Eyal.&WHITELIGHT_GREEN039;ve found the needed ice ant stinger. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * &039; * &039; * &039; Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * &039; * &039; * &039;ve gotten it, cross some moving water on your way back.&WHITEGREENWHITERED | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
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 | Daimiromigorn the Morningschism (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: -2% Effects on melee hit: * 15% chance to blind Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +9% physical / +5% fire Changes damage: +12% light / +9% fire Maximum encumbrance: +47 Physical save: +11 (+4 eff.) Light radius: +1 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 72% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Zanarirak the alchemist&Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Dex Changes resistances: +15% mind / +6% nature Blindness immunity: +24% Confusion immunity: +22% Pinning immunity: +5% Light radius: +7 See stealth: +12 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cloudpiety (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +7 Str / +6 Dex Changes resistances penetration: +20% lightning / +10% fire Changes damage: +15% lightning Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 A cap made of leather. |
| On hands | hardened leather gloves &039; (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 arcane Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Changes damage: +3% arcane Talent cooldown: Double Strike (-1 turn) Talent granted: +3 Project Saw Physical save: +8 (+3 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Abyssresolve [power 28] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Mag / +2 Wil Changes resistances: +12% fire Changes damage: +6% fire It can be used to teleport randomly (rad 28), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | InfernoravageCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex / +4 Mag / +6 Wil / +1 Cun Changes damage: +6% fire Stun/Freeze immunity: +23% Life regen: +1.30 Rings can have magical properties. |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | steel amulet &039;Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -10% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +4 Dex / +3 Wil / +4 Cun / +3 Con Talent mastery: +0.13 Spell / Eldritch stone Mental save: +3 (+1 eff.) Life regen: +2.10 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
| In main hand | stralite shield of acid resistance (+18%) (10 def, 2 armour, 46.5-55.8 power, 131.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.5 - 55.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +131 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Changes resistances: +18% acid Talent granted: +4 Block Handheld deflection devices. |
| Around waist | Hellstitan Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -20% Changes stats: +7 Str / +9 Dex / +3 Wil / +8 Cun / +7 Lck Changes damage: +9% fire Trap disarming bonus: +12 Stealth bonus: +8 Maximum encumbrance: +40 Physical save: +14 (+5 eff.) Spell save: +14 (+6 eff.) Mental save: +15 (+5 eff.) Maximum life: +79.00 Maximum mana: +40.00 Maximum stamina: +44.00 Maximum hate: +12.00 Maximum psi: +32.00 Maximum vim: +25.00 Maximum pos.energy: +26.00 Maximum neg.energy: +25.00 Infravision radius: +8 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
| In off hand | icy dwarven-steel shield of temporal resistance (+12%) (8 def, 2 armour, 30.5-36.6 power, 76.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +76 Damage (Melee): +10 cold When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 6 cold Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 ice Changes resistances: +12% temporal Talent granted: +3 Block Handheld deflection devices. |
| Cloak | Arigawe (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Dex / +4 Wil / +2 Cun Changes resistances: +15% nature / +15% cold Changes resistances penetration: +15% mind Disease immunity: +20% Confusion immunity: +25% Psi when hit: +0.16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Flashspike the steel plate armour (10 def, 13 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +10 (+5 eff.) Fatigue: +22% Changes stats: +2 Str / +2 Cun / +2 Con Changes resistances: +7% acid / +6% physical / +3% light / +20% fire / +6% cold / +7% lightning Changes resistances penetration: +25% light Changes damage: +6% light Talent cooldown: Rush (-5 turns) Mental save: +12 (+4 eff.) Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Disarm immunity: +22% Stun/Freeze immunity: +21% Knockback immunity: +22% Life regen: +6.00 A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 111% / cooldown 78%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 78%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 8)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.steam generator implant of the titan (steam 5) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.6 steam per turn. Can be activated for an instant burst of 27 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the warrior (518% speed; 5 turns)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: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 518% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 231 for 4 turns)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 231 damage for 4 turns. 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. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Duathelream the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +7 Str / +6 Con Changes resistances: +6% darkness Changes damage: +6% darkness Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+2 eff.) Rings can have magical properties. |
Glimmerrune the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +11 Defense: +8 (+4 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +6% fire Changes damage: +9% light / +9% fire Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 103% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
onyx ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Rings can have magical properties. |
solipsist&Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.steel ring of fire (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.steel ring of the mind (+13%) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +13% mind Changes damage: +13% mind Rings can have magical properties. |
Tarroharavon the iron dagger (9-11.7 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 11% chance to cause random gloom Damage (Melee): +6 mind When wielded/worn: Changes stats: +2 Dex / +2 Wil / +3 Cun Grants telepathy: Dragon Silence immunity: +15% Teleport immunity: +10% Light radius: +3 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.chilling steel greatmaul (25.5-38.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.5 - 38.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +13 cold Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Gleampunish the thorny mindstar (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 light When wielded/worn: Damage when hit (Melee): 12 light Changes damage: +4% acid Grants telepathy: Dragon Demon/Major Demon/Minor Equilibrium when hit: +1.38 Hate when firing a critical mind attack: +1.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 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. |
gifted vined mindstar of storms (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +1 Cun / +2 Con Changes resistances: +6% lightning Changes resistances penetration: +6% lightning Changes damage: +6% lightning Mindpower: +8 (+4 eff.) Mental crit. chance: +2% 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. |
mossy mindstar &039; (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * 20% chance to cause random gloom Burst (radius 1) on hit: +12 acid When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% acid Changes damage: +9% acid Critical mult.: +8.00% Mindpower: +2 (+1 eff.) Mental crit. chance: +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. |
pulsing mindstar of sand (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 physical Changes resistances: +8% physical Changes resistances penetration: +14% physical Changes damage: +10% physical Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 17 of target armor and 8% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
vined mindstar &039; (4.5-4.95 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 blight When wielded/worn: Changes stats: +4 Dex / +1 Wil / +4 Cun Changes resistances: +6% blight Changes damage: +7% mind Mindpower: +6 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Moldripper the yew magestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% darkness / +3% temporal Changes resistances penetration: +5% nature Changes damage: +20% fire Talent granted: +1 Command Staff Spell save: +29 (+11 eff.) Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.steel steamgun of power Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +10% physical Changes damage: +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.strafer& Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Changes resistances penetration: +8% physical Changes damage: +11% physical Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.Kindlefist the hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light / 16 acid Changes damage: +3% light It can be used to create a temporary shield that absorbs 224 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
spiritwalker&Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Fatigue: +0% Changes stats: +2 Mag Maximum encumbrance: +0 Mana each turn: +0.13 Maximum mana: +31.00 It can be used to create a temporary shield that absorbs 170 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
Beludralach the Woequarry (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness / 8 temporal Changes stats: +2 Cun / +2 Dex Changes resistances: +6% darkness / +9% temporal / +0% nature / +0% cold Changes resistances penetration: +10% darkness Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere cloak of Eldoral (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots &039; (6 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +12 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Changes resistances penetration: +26% physical Changes damage: +6% physical Healing mod.: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
This item will automatically be transmogrified when you leave the level.Ivamira the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Fatigue: -4% Damage (Melee): 7 darkness Changes stats: +3 Con Changes resistances: +8% darkness Changes resistances penetration: +5% mind Changes damage: +3% darkness Critical mult.: +15.00% Mental crit. chance: +2% See invisible: +3 Heals friendly targets nearby when you use a nature summon: +10 Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
iron gauntlets &039; (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes resistances penetration: +15% acid Changes damage: +21% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.restful dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Changes stats: +3 Str Life regen: +1.70 Stamina each turn: +0.80 Maximum stamina: +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
sand hardened leather gloves of dexterity (+3) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +7 Damage (Melee): 7 physical Changes stats: +3 Dex Changes damage: +5% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Eilinowe (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +8 Wil Changes resistances: +21% darkness / +9% blight Changes resistances penetration: +10% blight Changes damage: +14% darkness Critical mult.: +10.00% Vim when firing critical spell: +2.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... |
Eremosus the hardened leather hat (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Mag / +6 Wil / +2 Cun Changes resistances: +9% acid Changes resistances penetration: +10% acid Physical save: +14 (+5 eff.) Light radius: +2 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.Turichik (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Wil Changes resistances penetration: +10% mind / +10% temporal Physical save: +15 (+5 eff.) Equilibrium when hit: +0.28 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanurabeth (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun Changes resistances: +12% light Spell save: +6 (+3 eff.) Mental save: +12 (+4 eff.) Blindness immunity: +15% Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cleansing hardened leather hat of dexterity (+4) (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +7% nature / +8% blight A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.hardened leather cap of constitution (+3) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Con A cap made of leather. |
miner&Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Changes stats: +3 Dex Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap &039; (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +2 Dex / +2 Cun / +2 Con Changes resistances: -20% light / +12% acid Physical save: +20 (+7 eff.) Spell save: +20 (+8 eff.) Life regen: +2.30 A cap made of leather. |
rough leather cap &039; (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: -1% Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Str / +1 Dex / +1 Cun Changes resistances: +11% light / +11% darkness Grants telepathy: Demon/Minor Demon/Major Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
rough leather cap of constitution (+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 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Islusebeth the dwarven-steel mail armour (3 def, 17 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +17 Defense: +3 (+2 eff.) Fatigue: +16% Changes stats: +3 Str / +3 Con Changes resistances: +6% acid / +7% physical / +7% cold / +14% nature / +13% blight / +5% fire / +6% mind / +5% lightning Reduces incoming crit damage: 10.00% Maximum life: +30.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cured leather armour of Eyal (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +1.40 Maximum life: +49.00 Healing mod.: +12% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cured leather armour of resilience (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Maximum life: +20.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Life regen: +2.80 Stamina each turn: +0.90 A suit of armour made of leather. |
dwarven-steel plate armour &039; (5 def, 14 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +14 Defense: +5 (+3 eff.) Fatigue: +24% Changes stats: +4 Wil / +5 Cun / +1 Con Changes resistances: +5% acid / +7% cold / +6% mind Changes damage: +3% arcane / +9% physical Allows you to breathe in: water Physical save: +30 (+10 eff.) Mental save: +25 (+8 eff.) A suit of armour made of metal plates. |
acidic dwarven-steel shield of lightning resistance (+21%) (8 def, 2 armour, 29-34.8 power, 82 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +82 On weapon hit: * 14% chance to corrode armour by 30% When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 7 acid Damage when hit (Melee): 10 acid Changes resistances: +21% lightning Talent granted: +3 Block Handheld deflection devices. |
dwarven-steel shield of radiance (8 def, 2 armour, 30.5-36.6 power, 77 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +77 Damage (Melee): +12 light When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 15% chance to blind Changes stats: +4 Con / +3 Mag Changes resistances: +12% light Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Ulagabers the quiver of yew arrows (16/16, 33.5-46.9 power, 14 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +6.0% Capacity: 16 On weapon hit: * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +49 physical Burst (radius 2) on crit: +4 physical Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows &039; (13/13, 29.5-41.3 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 29.5 - 41.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +5.5% Capacity: 13 Damage (Ranged): +33 insidious poison / +8 acid Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +8 acid When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe &039; (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+3 eff.) Fatigue: -4% Changes stats: +2 Str / +3 Wil / +3 Cun Changes resistances: +6% physical Changes damage: +15% mind Grants telepathy: Demon/Minor Demon/Major Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
ZuberaCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +7.0% Changes resistances: +2% physical Mental save: +30 (+10 eff.) Light radius: +6 Healing mod.: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist&039;Getugund&Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Dex / +3 Wil / +2 Cun Grants telepathy: Dragon Light radius: +6 See invisible: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots (19/19, 21.5-25.8 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 Shots are used with slings to pummel your foes to death. |
dwarven steel razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item of type &ORANGELAST039; When attach to an other item: Armour Penetration: +12 Crit. chance: +12.0% Tinkers can be attached to normal items to improve them with steam power! |
Islumina the Kindlesquall [power 110] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes resistances penetration: +10% acid Changes damage: +3% fire It can be used to heal a target within range 8 (based on Willpower) for 110, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Malizor the Rainrage [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +5 Con Changes damage: +6% nature Talent cooldown: Strike (-1 turn) Talent granted: +1 Strike Stamina each turn: +0.80 Maximum life: +20.00 It can be used to reveal the area around you, dispelling darkness (radius 11, power 62 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.bright yew wand of clairvoyance [power 11] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 62 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of clairvoyance [power 8] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 8, power 59 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Goldberry the Dwarf Stone Warden level 12
29th Profit 122nd year of Ascendancy at 22:24 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Goldberry the Dwarf Stone Warden level 20
8th Dearth 122nd year of Ascendancy at 22:43 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Goldberry the Dwarf Stone Warden level 10
2nd Acquisition 122nd year of Ascendancy at 18:50 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Goldberry the Dwarf Stone Warden level 20
8th Dearth 122nd year of Ascendancy at 11:17 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Goldberry the Dwarf Stone Warden level 12
11st Profit 122nd year of Ascendancy at 01:09 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Goldberry the Dwarf Stone Warden level 5
18th Voratun 122nd year of Ascendancy at 10:57 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Goldberry the Dwarf Stone Warden level 7
31st Voratun 122nd year of Ascendancy at 02:48 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Goldberry the Dwarf Stone Warden level 11
5th Profit 122nd year of Ascendancy at 05:48 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Goldberry the Dwarf Stone Warden level 19
6th Dearth 122nd year of Ascendancy at 12:05 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Goldberry the Dwarf Stone Warden level 20
9th Dearth 122nd year of Ascendancy at 05:54 see stats
Log
Goldberry killed Storm drake!
Ivywyn the gwelgoroth&fbd578LASTROYAL_BLUELASTLASTLASTLASTLASTGoldberry hits Storm drake hatchling for 129 physical, 12 cold, 47 physical, 20 cold, 12 cold (222 total damage).
Greater gwelgoroth hits Storm drake hatchling for 0 lightning damage.
Greater gwelgoroth hits Goldberry for 116 lightning damage.
Storm drake hatchling hits Goldberry for 4 lightning, 4 lightning (9 total damage).
Ivywyn the gwelgoroth&fbd578LASTROYAL_BLUELASTLASTLASTGoldberry hits Storm drake hatchling for 1 lightning damage.
Storm drake hatchling hits Goldberry for 11 physical damage.
Goldberry killed Storm drake hatchling!
Goldberry uses Infusion: Movement.
Goldberry is moving freely.
Goldberry is moving at extreme speed!
Goldberry uses Infusion: Healing.
Goldberry slows down.
Goldberry receives 179 healing from Infusion: Healing.
You pickup 0.55 gold pieces.
You pickup 0.85 gold pieces.
You pickup 0.75 gold pieces.
Ivywyn the gwelgoroth casts Lightning.
Goldberry hits Greater gwelgoroth for 1 lightning, 10 cold, 4 arcane (16 total damage).
Greater gwelgoroth hits Goldberry for 1 lightning damage.
Ivywyn the gwelgoroth hits Goldberry for 278 lightning damage.
Ivywyn the gwelgoroth casts Manathrust.
Saving game...












































































































