Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 31 / 23% |
| Size | big |
| Lifes / Deaths | Killed by Salynor the shimmering crystal at level 12 on the 40th Haze 122nd year of Ascendancy at 18:58 3 / 3Killed by Linaigda the human at level 28 on the 48th Regrowth 123rd year of Ascendancy at 06:11 Killed by Archmage at level 31 on the 54th Regrowth 123rd year of Ascendancy at 00:35 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 26 (base 18) |
| Magic | 77 (base 60) |
| Willpower | 52 (base 33) |
| Cunning | 52 (base 34) |
Resources
| Life | 468/468 |
| Mana | 322/399 |
| Healing Factor | 1 |
| Regeneration | 7.45 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 23.5866894842 |
| See Invisible | 40.95701468367 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 27 |
| Crit Chance | 48% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 10 |
| Accuracy | 27 |
| Crit Chance | 50% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70.097955813738 |
| Crit Chance | 53% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41.066666666667 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| All | +11% |
Offense: Damage Penetration
| All | +10% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 12.25 |
| Ranged Defense | 12.25 |
| Fatigue | 1 |
| Physical Save | 25.25 |
| Spell Save | 52.066666666667 |
| Mental Save | 37.725 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 15% |
| Blind Resistance | 46% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1093% over 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 485 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Divination | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Power |
| talent | Keen Senses |
| talent | Pure Aether |
| talent | Shielding |
| talent | Arcane Shield |
| beneficial effect | The time distortion has created a restoration field, healing the target for 75 each turn. Temporal Restoration Field |
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 |
You failed to protect the injured seer from death by slimy ooze. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by thought-forged warrior. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Willpower by +2. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 182. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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. | 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 within2 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 | Cuthiledir (0 def, 3 armour) Cuthiledir (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +6 Lck / +3 Dex Stealth bonus: +6 Poison immunity: +15% Only die when reaching: -20.00 life A pair of boots made of leather. |
| Light source | Toravon the alchemist's lamp Toravon the alchemist's lampPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 8 arcane / 16 fire Changes stats: +3 Con Changes resistances: +8% blight / +7% fire / +6% nature Changes resistances penetration: +10% all Changes damage: +3% arcane Stun/Freeze immunity: +20% Life regen: +4.40 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Brenirazor (2 def, 0 armour) Brenirazor (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +1 Cun Changes resistances: +13% temporal Changes damage: +13% temporal Life regen: +2.80 Mana each turn: +0.19 Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Mindpower: +6 (+2 eff.) Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
| On hands | heroic rough leather gloves (0 def, 5 armour) heroic rough leather gloves (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Mental save: +5 (+2 eff.) Maximum life: +42.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Scorpionsmash (dig speed 32 turns) Scorpionsmash (dig speed 32 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag Changes resistances: +3% nature / +5% arcane Changes damage: +3% arcane Maximum mana: +35.00 Spell crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | conjurer's gold ring of sensing conjurer's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag / +5 Wil Blindness immunity: +20% Spellpower: +7 (+2 eff.) Infravision radius: +3 See stealth: +8 See invisible: +14 Rings can have magical properties. |
| On fingers | pixie's steel ring of sensing pixie's steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +3 Mag Blindness immunity: +26% Spellpower: +5 (+1 eff.) Infravision radius: +3 See stealth: +7 See invisible: +7 Rings can have magical properties. |
| Around neck | gold amulet 'Isith' gold amulet 'Isith'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil / +4 Mag Changes damage: +5% acid / +6% fire / +5% cold / +7% lightning Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
| In main hand | ash starstaff 'Earagund' (15-18 power, 3 apr, darkness element) ash starstaff 'Earagund' (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Accuracy: +16 (+8 eff.) Physical crit. chance: +22.0% Physical power: +15 (+6 eff.) Changes stats: +2 Str Changes resistances: +3% temporal / +3% cold Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +32.00% Spell save: +20 (+7 eff.) Spellpower: +19 (+5 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Voryrin the hardened leather belt Voryrin the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Physical power: +5 (+2 eff.) Effects on melee hit: * 40% chance to corrode armour Changes stats: +4 Str / +8 Dex / +4 Wil / +9 Cun Changes resistances: +6% acid Changes resistances penetration: +5% acid Physical save: +13 (+6 eff.) Spell save: +20 (+7 eff.) Mental save: +13 (+5 eff.) Mental crit. chance: +8% Size category: +1 A belt that goes around your waist. |
| In off hand | Crystalline Steel dagger (12.5-16.25 power, 6 apr) Crystalline Steel dagger (12.5-16.25 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 It is part of a set of items. Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Arcane Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+5 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+3 eff.) Sharp, short and deadly. Transformed with the power of the Spellblaze. |
| Cloak | spellcowled cashmere cloak of Iron Throne (2 def, 0 armour) spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +1 Str / +3 Mag / +3 Wil / +2 Con Spell save: +10 (+3 eff.) Maximum mana: +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe 'Corpsemortal' (2 def, 0 armour) cashmere robe 'Corpsemortal' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Cun Changes resistances: +19% darkness Changes damage: +13% light / +25% darkness / +3% nature / +11% all Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Equilibrium when hit: +0.04 Maximum psi: +10.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
movement infusion (654% speed; 7 turns) movement infusion (654% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 654% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (454% speed; 5 turns) movement infusion (454% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454% 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. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (364% speed; 4 turns) movement infusion (364% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 364% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (542% speed; 7 turns) movement infusion of the duelist (542% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 542% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (1142% regen over 10 turns; 57 instant mana) manasurge rune of the psychic (1142% regen over 10 turns; 57 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1142% over 10 turns and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 169 for 4 turns)shielding rune (absorb 169 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: 15 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 169 damage for 4 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. |
shielding rune of the psychic (absorb 361 for 6 turns) shielding rune of the psychic (absorb 361 for 6 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: 15 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 361 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 229 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Glareknave the gold amulet Glareknave the gold amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +6 Con Changes resistances: +5% arcane Changes damage: +9% blight / +8% fire / +3% arcane Talent mastery: +0.22 Spell / Ice Critical mult.: +13.00% Life regen: +0.80 Stamina each turn: +0.90 Spellpower: +8 (+2 eff.) Movement speed: +10% Amulets can have magical properties. |
clarifying gold amulet of constitution (+4) clarifying gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +14% mind Confusion immunity: +25% Amulets can have magical properties. |
steel amulet 'Belina' steel amulet 'Belina'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +5 Fatigue: -6% Changes stats: +3 Mag / +5 Wil Critical mult.: +3.00% Physical save: +6 (+3 eff.) Blindness immunity: +22% Life regen: +1.40 Maximum mana: +60.00 Infravision radius: +6 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
Getihir the Pyreriver Getihir the PyreriverInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% acid / +1% physical / +6% fire Changes damage: +12% acid Rings can have magical properties. |
Islaleth the gold ring Islaleth the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Str / +5 Wil / +8 Cun Changes resistances penetration: +5% blight Mindpower: +9 (+3 eff.) Damage Shield penetration: +40% Rings can have magical properties. |
Lorekhad LorekhadCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 30% chance to corrode armour Changes stats: +3 Str Changes resistances: +12% fire Pinning immunity: +10% Rings can have magical properties. |
Lorozilagorn LorozilagornCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Changes stats: +1 Str / +5 Dex / +6 Cun Grants telepathy: Dragon Light radius: +1 Rings can have magical properties. |
Xanerin the steel ring Xanerin the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Critical mult.: +10.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Mental crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
conjurer's steel ring conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +4 Wil Spellpower: +6 (+2 eff.) Rings can have magical properties. |
gladiator's gold ring of fire (+24%) gladiator's gold ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +6 Str / +4 Con Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
marksman's steel ring of corrosion (+26%) marksman's steel ring of corrosion (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +26% acid Changes damage: +13% acid Rings can have magical properties. |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings can have magical properties. |
titan's copper ring of fire (+20%) titan's copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% fire Changes damage: +10% fire Physical save: +6 (+3 eff.) Rings can have magical properties. |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. slime-covered dwarven-steel dagger of projection (16-20.8 power, 7 apr)slime-covered dwarven-steel dagger of projection (16-20.8 power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% Damage (Melee): +7 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul (42-63 power, 2 apr)dwarven-steel greatmaul (42-63 power, 2 apr) Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. mighty yew longbow of dexterity (+3)mighty yew longbow of dexterity (+3) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +8 (+4 eff.) Changes stats: +3 Str / +4 Dex Changes resistances penetration: +12% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty yew longbow of firemighty yew longbow of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +9 fire When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +4 Str Changes damage: +13% fire Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel longsword of phasing (21.5-30.1 power, 12 apr)chilling dwarven-steel longsword of phasing (21.5-30.1 power, 12 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +13% Damage (Melee): +14 cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace (28-39.2 power, 4 apr)dwarven-steel mace (28-39.2 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace 'Hathoruimnir' (25-35 power, 4 apr)dwarven-steel mace 'Hathoruimnir' (25-35 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage against: +10% Unnatural When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Cun / +3 Wil Critical mult.: +10.00% Maximum stamina: +5.00 Mental crit. chance: +1% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. nature's thorny mindstar of the jelly (8-8.8 power, 24 apr, nature damage)nature's thorny mindstar of the jelly (8-8.8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +4% acid / +5% nature Disease immunity: +12% Equilibrium when hit: +0.70 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. mighty hardened leather sling of lightningmighty hardened leather sling of lightning Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +10 lightning When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Str Changes damage: +8% lightning Slings are used to hurl stones or metal shots at your foes. |
Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+4 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
This item will automatically be transmogrified when you leave the level. Firesever the yew starstaff (20-24 power, 4 apr, temporal element)Firesever the yew starstaff (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+6 eff.) Damage when hit (Melee): 4 fire Maximum wards: +2 temporal Changes damage: +20% temporal Talents granted: +3 Ward +1 Command Staff Mental save: +3 (+2 eff.) Disarm immunity: +15% Confusion immunity: +25% Pinning immunity: +5% Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Salulaith the ash starstaff (15-18 power, 3 apr, darkness element) Salulaith the ash starstaff (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +16.0% Defense: +8 (+8 eff.) Effects on melee hit: * 8% chance to blind Changes stats: +3 Str / +1 Wil Changes damage: +15% darkness / +3% blight Talent granted: +1 Command Staff Critical mult.: +24.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +7 Infravision radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 154.27 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of massacre (26-36.4 power, 4 apr)dwarven-steel waraxe of massacre (26-36.4 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of resilience rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Maximum life: +35.00 A belt that goes around your waist. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+10 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
mindwoven silk robe of Linaniil (3 def, 0 armour) mindwoven silk robe of Linaniil (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+3 eff.) Mental save: +20 (+7 eff.) Mana each turn: +0.26 Maximum mana: +53.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +13% Mindpower: +3 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerodabeth the Prismminister (0 def, 4 armour) Aerodabeth the Prismminister (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% Effects on melee hit: * Slows global speed by 30% * 15% chance to blind Changes resistances: +3% light Changes damage: +6% light Silence immunity: +33% Confusion immunity: +38% Stun/Freeze immunity: +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dawnrock (0 def, 3 armour) Dawnrock (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 light Changes stats: +7 Lck / +6 Dex Changes damage: +3% acid Stealth bonus: +8 Light radius: +3 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. miner's pair of hardened leather boots (0 def, 9 armour)miner's pair of hardened leather boots (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Infravision radius: +2 A pair of boots made of leather. |
Tempesttyphoon (0 def, 1 armour) Tempesttyphoon (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Changes stats: +3 Str Changes resistances: +6% blight 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. umbral dwarven-steel gauntlets (0 def, 2 armour)umbral dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 darkness Changes resistances: +8% darkness Changes damage: +3% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
Zubemira (0 def, 1 armour) Zubemira (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: +4 Str Mindpower: +2 (+1 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat 'Eilinuma' (2 def, 0 armour)cashmere wizard hat 'Eilinuma' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +21% lightning / +9% darkness / +3% blight Changes damage: +14% lightning Spell save: +25 (+8 eff.) A pointy cloth hat, very wizardly... |
prismatic rough leather cap of the depths (0 def, 1 armour) prismatic rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +11% light / +11% darkness Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Aryma the Thunderorder (3 def, 6 armour)Aryma the Thunderorder (3 def, 6 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to daze * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 lightning / 8 temporal Changes resistances: +7% mind Changes damage: +6% lightning Mental save: +13 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Xanuribeth the cured leather armour (2 def, 4 armour)Xanuribeth the cured leather armour (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +6 Physical power: +4 (+2 eff.) Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Changes stats: +1 Str Changes resistances: +7% physical Changes damage: +3% physical Physical save: +20 (+10 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour (3 def, 6 armour)hardened leather armour (3 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of fire resistance (3 def, 6 armour)prismatic hardened leather armour of fire resistance (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Changes resistances: +18% fire / +13% light / +12% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of acid resistance (3 def, 6 armour)spiked hardened leather armour of acid resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +19% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. high-capacity quiver of yew arrows of erosion (50/51, 32.5-45.5 power, 10 apr)high-capacity quiver of yew arrows of erosion (50/51, 32.5-45.5 power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 51 Damage (Ranged): +9 nature / +10 temporal When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
297 alchemist agate 297 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. |
9 onyx 9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Beralin (dig speed 18 turns) Beralin (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Cun / +1 Str Maximum life: +22.00 Maximum stamina: +15.00 Maximum hate: +4.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dagilathagorn the Airgrinder (dig speed 32 turns) Dagilathagorn the Airgrinder (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 15% chance to daze Changes stats: +5 Str / +3 Con Changes resistances: +3% light / +12% lightning Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] 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 (109 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +4 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 garnet 5 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside 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. Eilinatira the elven-wood totem of cure ailments [power 3] (10 cooldown)Eilinatira the elven-wood totem of cure ailments [power 3] (10 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 8 arcane / 4 acid Changes resistances penetration: +15% acid / +5% arcane Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +4 Lay Web It can be used to remove up to 3 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 9 stamina. Natural totems are made by powerful wilders to store nature power. |
Gulaith [power 170] (20 cooldown) Gulaith [power 170] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +3 Rushing Claws +3 Lay Web Critical mult.: +10.00% Vim when firing critical spell: +1.00 Maximum mana: +40.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +1% It can be used to heal a target within range 8 (Willpower) for 170, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 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. |
Eilinyrewe the yew wand of firewall [power 169] (6 cooldown) Eilinyrewe the yew wand of firewall [power 169] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +3 lightning / +2 temporal / +2 blight / +1 fire / +2 cold Changes resistances penetration: +10% mind Talents granted: +3 Strike +1 Ward Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +4.00 Maximum vim: +8.00 Heals friendly targets nearby when you use a nature summon: +20 It can be used to creates a wall of flames lasting for 4 turns (dam 169 overall), 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. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Archmage the Cornac Archmage level 12
3rd Haze 122nd year of Ascendancy at 05:39 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Archmage the Cornac Archmage level 25
25th Regrowth 123rd year of Ascendancy at 14:17 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Archmage the Cornac Archmage level 22
13rd Regrowth 123rd year of Ascendancy at 20:54 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Archmage the Cornac Archmage level 10
64th Dusk 122nd year of Ascendancy at 23:32 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Archmage the Cornac Archmage level 20
7th Regrowth 123rd year of Ascendancy at 06:01 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Archmage the Cornac Archmage level 30
49th Regrowth 123rd year of Ascendancy at 02:20 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Archmage the Cornac Archmage level 19
1st Wintertide 123rd year of Ascendancy at 15:04 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Archmage the Cornac Archmage level 24
23rd Regrowth 123rd year of Ascendancy at 14:59 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Archmage the Cornac Archmage level 10
65th Dusk 122nd year of Ascendancy at 16:20 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Archmage the Cornac Archmage level 30
52nd Regrowth 123rd year of Ascendancy at 20:16 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Archmage the Cornac Archmage level 19
1st Wintertide 123rd year of Ascendancy at 00:11 see stats
Log
Talent Manathrust is ready to use.
Aether Breach from Archmage hits Archmage for (231 to time), 0 arcane (0 total damage).
Aether Breach from Archmage hits Fire drake for 255 arcane damage.
Aether Breach from Archmage killed Fire drake!
You pickup 2.00 gold pieces.
Aether Breach from Archmage hits Archmage for (231 to time), 0 arcane (0 total damage).
Talent Aether Breach is ready to use.
Archmage picks up (P.): miner's pair of hardened leather boots (0 def, 9 armour).
Archmage picks up (D.): nature's thorny mindstar of the jelly (8-8.8 power, 24 apr, nature damage).
Archmage picks up (X.): spiked hardened leather armour of acid resistance (3 def, 6 armour).
Archmage picks up ( .): Eilinatira the elven-wood totem of cure ailments [power 3] (10 cooldown).
Archmage picks up (Y.): high-capacity quiver of yew arrows of erosion (50/51, 32.5-45.5 power, 10 apr).
Archmage picks up (S.): umbral dwarven-steel gauntlets (0 def, 2 armour).
Archmage picks up (Y.): prismatic hardened leather armour of fire resistance (3 def, 6 armour).
Archmage picks up (A.): mighty yew longbow of fire.
The fabric of time around Archmage stabilizes to normal.
The powerful time-altering energies generate a restoration field on Archmage.
Archmage picks up (V.): cashmere wizard hat 'Eilinuma' (2 def, 0 armour).
Archmage receives 75 healing from Temporal Restoration Field.
Archmage deactivates Arcane Power.
Archmage deactivates Shielding.
Archmage deactivates Arcane Shield.
Archmage deactivates Keen Senses.
Archmage deactivates Pure Aether.
