Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 50 / 237% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 91 (base 60) |
Dexterity | 86 (base 60) |
Constitution | 78 (base 60) |
Magic | 37 (base 10) |
Willpower | 25 (base 16) |
Cunning | 51 (base 26) |
Resources
Life | 1418/1418 |
Stamina | 276/276 |
Healing Factor | 1.6625372656297 |
Regeneration | 10.390857910186 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 11 |
Infravision | 8 |
See Stealth | 44.891010379467 |
See Invisible | 41.891010379467 |
Offense: Mainhand
Damage | 192 |
Accuracy | 90 |
Crit Chance | 86% |
APR | 61 |
Speed | 1.11 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Fire | +34% |
Acid | +39% |
Darkness | +43% |
Temporal | +63% |
Cold | +38% |
Physical | +83% |
Mind | +35% |
All | +23% |
Offense: Damage Penetration
Physical | +62% |
All | +42% |
Temporal | +74% |
Defense: Base
Armour (hardiness) | 15 (69.687909656376%) |
Defense | 76 |
Ranged Defense | 76 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 46 |
Mental Save | 30 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 24%( 70%) |
Physical | + 42%( 70%) |
Cold | + 42%( 70%) |
All | + 33%( 70%) |
Lightning | + 46%( 70%) |
Light | + 39%( 70%) |
Mind | + 35%( 70%) |
Darkness | + 60%( 70%) |
Fire | + 52%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 83% |
Confusion Resistance | 44% |
Silence Resistance | 47% |
Instadeath Resistance | 100% |
Blind Resistance | 33% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 121 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 608 damage for 7 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 574 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 723% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Sniper | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Aim |
talent | Trained Reactions |
talent | Precise Strikes |
talent | Concealment |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 30% of the time and arcane sustains have a 3.0% chance to deactivate each turn. Antimagic Disruption |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 51%. Concealment |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by elder vampire. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Polotta the barrow wight. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1094. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | undeterred pair of hardened leather boots of disengagement (0 def, 3 armour) undeterred pair of hardened leather boots of disengagement (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Cun / +4 Dex Silence immunity: +27% Confusion immunity: +23% Stun/Freeze immunity: +30% 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 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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. A pair of boots made of leather. |
Quiver | hateful quiver of dragonbone arrows of annihilation (22/22, 176% power, 33 apr) hateful quiver of dragonbone arrows of annihilation (22/22, 176% power, 33 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 177% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +33 Crit. chance: +17.0% Capacity: 22 Travel speed: +200% Damage (Ranged): +9 darkness Damage against: +24% Living Arrows are used with bows to pierce your foes to death. |
Light source | watchleader's alchemist's lamp of the zealot watchleader's alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+2 eff.) Blindness immunity: +33% Confusion immunity: +11% Light radius: +8 See stealth: +11 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | drakeskin leather cap 'Flashhash' (15 def, 5 armour) drakeskin leather cap 'Flashhash' (15 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +5 Defense: +15 (+3 eff.) Fatigue: +5% Changes stats: +16 Str / +9 Dex / +6 Con Changes resistances: +3% acid / +9% light / +6% nature Healing mod.: +5% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 935.8 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | Fuledor [power 14] (9 cooldown) Fuledor [power 14] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% blight / +1% physical / +12% nature Reduces incoming crit damage: 5.00% Confusion immunity: +10% Stun/Freeze immunity: +20% It can be used to reveal the area around you, dispelling darkness (radius 14, power 60 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Gain a 13% chance to evade weapon attacks for 2 turns. * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | voratun ring 'Velemira' voratun ring 'Velemira'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +9 Mag / +6 Con Changes resistances: +3% mind / +40% darkness / +3% nature Changes damage: +3% acid / +12% mind / +20% darkness / +8% all Spell save: +37 (+12 eff.) Silence immunity: +20% Maximum life: +20.00 Maximum stamina: +40.00 Spellpower: +20 (+4 eff.) Mindpower: +20 (+7 eff.) Rings make your fingers look great! |
On fingers | gold amber ring gold amber ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +11 (+3 eff.) Changes damage: +13% all Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Mindpower: +14 (+5 eff.) Mental crit. chance: +4% Rings make your fingers look great! |
Around waist | skylord's hardened leather belt of burglary skylord's hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +8 Dex / +4 Wil / +10 Cun / +7 Lck Trap disarming bonus: +16 Stealth bonus: +8 Physical save: +11 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +13 (+6 eff.) Infravision radius: +4 A belt that goes around your waist. |
In main hand | keeper's dragonbone longbow of piercing keeper's dragonbone longbow of piercingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +26 (+5 eff.) Armour penetration: +21 Changes resistances penetration: +11% physical / +21% temporal / +17% all Changes damage: +24% physical / +24% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
On hands | restful drakeskin leather gloves of war-making (0 def, 3 armour) restful drakeskin leather gloves of war-making (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +14.0% Armour: +3 Critical mult.: +8.00% Life regen: +6.00 Stamina each turn: +0.90 Maximum stamina: +22.00 Spell crit. chance: +11% Mental crit. chance: +11% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ancient elven-silk robe of alchemy (0 def, 0 armour) ancient elven-silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances: +15% acid / +13% physical / +20% fire / +13% cold / +15% all Changes resistances penetration: +11% temporal / +9% physical Changes damage: +13% acid / +16% temporal / +11% fire / +15% cold / +36% physical Talent cooldown: Refit Golem (-4 turns) Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | marshal's cashmere cloak of backstabbing (2 def, 0 armour) marshal's cashmere cloak of backstabbing (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +7 Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Con Critical mult.: +19.00% Stealth bonus: +8 Physical save: +8 (+3 eff.) Maximum life: +59.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Isluvena IsluvenaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +19% lightning / +9% fire Disease immunity: +20% Stun/Freeze immunity: +33% Maximum life: +100.00 Maximum stamina: +20.00 Healing mod.: +20% Amulets make your neck look great! |
Inventory
heroism infusion of the duelist (die at -641; dur 6; cd 25) heroism infusion of the duelist (die at -641; dur 6; cd 25)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -641 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 641 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
movement infusion (speed 469%; cd 14) movement infusion (speed 469%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 469% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. 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 nature talent. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 458; 12 cd)regeneration infusion (heal 458; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 458 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 10; phase 25; cd 17) blink rune of the sneak (range 10; phase 25; cd 17)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: 10 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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 spell talent. |
shielding rune of the titan (absorb 497; dur 7; cd 15) shielding rune of the titan (absorb 497; dur 7; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 497 damage for 7 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
starseer's voratun amulet of soulsearing starseer's voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes damage: +6% temporal / +7% light / +9% blight / +8% fire / +6% physical / +6% darkness Critical mult.: +15.00% Spellpower: +14 (+2 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
This item will automatically be transmogrified when you leave the level. solipsist's voratun ring of pilferingsolipsist's voratun ring of pilfering Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +12 Defense: +17 (+4 eff.) Changes stats: +7 Cun / +6 Wil Mindpower: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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 make your fingers look great! |
voratun Goedalath Rock ring voratun Goedalath Rock ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +26 (+6 eff.) Damage when hit (Melee): 34 darkness Changes stats: +9 Mag Changes resistances: +30% acid / +30% fire / +3% nature / +30% cold / +5% arcane / +26% lightning Changes resistances penetration: +27% arcane Changes damage: +15% nature / +9% all Grants telepathy: Demon/Major Demon/Minor Spell save: +18 (+6 eff.) Spellpower: +25 (+4 eff.) Mindpower: +14 (+5 eff.) Light radius: +3 Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings make your fingers look great! |
keeper's dragonbone longbow of acid keeper's dragonbone longbow of acidRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +17 acid When wielded/worn: Changes resistances penetration: +8% physical / +15% temporal Changes damage: +32% acid / +20% physical / +27% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun mace of projection (155% power, 6 apr)plaguebringer's voratun mace of projection (155% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 15% chance to reduce strength, dexterity, and constitution by 13 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +10 blight When wielded/worn: Disease immunity: +28% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. magewarrior's short dragonbone magestaff of breaching (136% power, 6 apr, cold element)magewarrior's short dragonbone magestaff of breaching (136% power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +7.0% Physical power: +10 (+3 eff.) Changes resistances penetration: +15% cold Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower: +23 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. short elven-wood magestaff of fate (129% power, 5 apr, fire element)short elven-wood magestaff of fate (129% power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +8 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +13 (+6 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. timebroken elven-silk robe (0 def, 0 armour)timebroken elven-silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +15% all Changes damage: +25% arcane / +11% temporal Maximum mana: +93.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of drakeskin leather boots of invasion (0 def, 5 armour) blood-soaked pair of drakeskin leather boots of invasion (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +9 (+2 eff.) Armour: +5 Changes resistances penetration: +14% physical A pair of boots made of leather. |
Polussra the Brightsweep (8 def, 5 armour) Polussra the Brightsweep (8 def, 5 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 light Changes stats: +3 Str / +8 Dex / +14 Cun / +6 Con Changes resistances: +13% cold Changes resistances penetration: +25% light Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Gunokath the Ashstoker (0 def, 16 armour)Gunokath the Ashstoker (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage (Melee): 21 acid / 22 fire Damage when hit (Melee): 12 acid / 14 fire Changes stats: +9 Str Changes resistances: +20% acid / +15% physical / +19% darkness / +24% cold / +5% arcane / +31% fire Changes resistances penetration: +15% fire / +10% temporal Changes damage: +6% arcane / +18% fire Light radius: +1 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Hoderath the Mucusrupture (22/22, 185% power, 18 apr) Hoderath the Mucusrupture (22/22, 185% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 186% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +29 Armour Penetration: +18 Crit. chance: +26.0% Capacity: 22 On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 light / +20 nature Damage (radius 1) on hit: +30 fire Damage (radius 2) on crit: +20 nature Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed quiver of dragonbone arrows of grasping (20/20, 182% power, 18 apr)barbed quiver of dragonbone arrows of grasping (20/20, 182% power, 18 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 182% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +18.0% Capacity: 20 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 174 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 30 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
6 agate 6 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. |
407 alchemist agate 407 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. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
6 aquamarine 6 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. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 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. |
11 opal 11 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. |
8 sapphire 8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) 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 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
6 emerald 6 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. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
12 turquoise 12 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 15.69 cold damage and 20.81 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
65 alchemist bloodstone 65 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
6 bloodstone 6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 fire opal 10 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 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. |
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 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) Activation costs 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. |
Gilach [power 4] (15 cooldown) Gilach [power 4] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 22% Changes stats: +3 Str / +1 Dex / +3 Mag / +3 Con Changes resistances: +3% temporal / +12% nature / +9% darkness It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
9 amethyst 9 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. |
supercharged yew wand of shielding [power 404] (16 cooldown) supercharged yew wand of shielding [power 404] (16 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 404 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 16 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star 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 Activation costs 18 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. |
12 diamond 12 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 quartz 10 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. |
7 amber 7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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
A dangerous secret
Found the mysterious staff and told Last Hope about it.
By Fainted the Cornac Archer level 33
7th Haze 123rd year of Ascendancy at 01:00 see stats
By Fainted the Cornac Archer level 33
7th Haze 123rd year of Ascendancy at 01:00 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.
By Fainted the Cornac Archer level 27
60th Pyre 123rd year of Ascendancy at 17:40 see stats
By Fainted the Cornac Archer level 27
60th Pyre 123rd year of Ascendancy at 17:40 see stats
Against all odds
Killed Ukruk in the ambush.
By Fainted the Cornac Archer level 32
49th Dusk 123rd year of Ascendancy at 08:39 see stats
By Fainted the Cornac Archer level 32
49th Dusk 123rd year of Ascendancy at 08:39 see stats
Arachnophobia
Destroyed the spydric menace.
By Fainted the Cornac Archer level 36
13rd Regrowth 124th year of Ascendancy at 00:36 see stats
By Fainted the Cornac Archer level 36
13rd Regrowth 124th year of Ascendancy at 00:36 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.
By Fainted the Cornac Archer level 38
32nd Regrowth 124th year of Ascendancy at 11:03 see stats
By Fainted the Cornac Archer level 38
32nd Regrowth 124th year of Ascendancy at 11:03 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.
By Fainted the Cornac Archer level 46
4th Flare 124th year of Ascendancy at 00:58 see stats
By Fainted the Cornac Archer level 46
4th Flare 124th year of Ascendancy at 00:58 see stats
Brave new world
Went to the Far East and took part in the war.
By Fainted the Cornac Archer level 35
51st Haze 123rd year of Ascendancy at 02:39 see stats
By Fainted the Cornac Archer level 35
51st Haze 123rd year of Ascendancy at 02:39 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.
By Fainted the Cornac Archer level 28
72nd Pyre 123rd year of Ascendancy at 02:24 see stats
By Fainted the Cornac Archer level 28
72nd Pyre 123rd year of Ascendancy at 02:24 see stats
Clone War
Destroyed your own Shade.
By Fainted the Cornac Archer level 46
13rd Dusk 124th year of Ascendancy at 00:11 see stats
By Fainted the Cornac Archer level 46
13rd Dusk 124th year of Ascendancy at 00:11 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.
By Fainted the Cornac Archer level 29
9th Flare 123rd year of Ascendancy at 21:51 see stats
By Fainted the Cornac Archer level 29
9th Flare 123rd year of Ascendancy at 21:51 see stats
Destroyer of the creation
Killed Slasul.
By Fainted the Cornac Archer level 37
18th Regrowth 124th year of Ascendancy at 14:09 see stats
By Fainted the Cornac Archer level 37
18th Regrowth 124th year of Ascendancy at 14:09 see stats
Destroyer's bane
Killed Golbug the Destroyer.
By Fainted the Cornac Archer level 34
47th Haze 123rd year of Ascendancy at 00:57 see stats
By Fainted the Cornac Archer level 34
47th Haze 123rd year of Ascendancy at 00:57 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.
By Fainted the Cornac Archer level 43
46th Pyre 124th year of Ascendancy at 03:24 see stats
By Fainted the Cornac Archer level 43
46th Pyre 124th year of Ascendancy at 03:24 see stats
Earth Master
Killed Harkor'Zun.
By Fainted the Cornac Archer level 19
3rd Regrowth 123rd year of Ascendancy at 13:58 see stats
By Fainted the Cornac Archer level 19
3rd Regrowth 123rd year of Ascendancy at 13:58 see stats
Exterminator
Killed 1000 creatures.
By Fainted the Cornac Archer level 21
20th Regrowth 123rd year of Ascendancy at 22:18 see stats
By Fainted the Cornac Archer level 21
20th Regrowth 123rd year of Ascendancy at 22:18 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.
By Fainted the Cornac Archer level 24
25th Pyre 123rd year of Ascendancy at 15:30 see stats
By Fainted the Cornac Archer level 24
25th Pyre 123rd year of Ascendancy at 15:30 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.
By Fainted the Cornac Archer level 36
15th Regrowth 124th year of Ascendancy at 22:58 see stats
By Fainted the Cornac Archer level 36
15th Regrowth 124th year of Ascendancy at 22:58 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Fainted the Cornac Archer level 27
60th Pyre 123rd year of Ascendancy at 14:25 see stats
By Fainted the Cornac Archer level 27
60th Pyre 123rd year of Ascendancy at 14:25 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.
By Fainted the Cornac Archer level 40
32nd Regrowth 124th year of Ascendancy at 18:47 see stats
By Fainted the Cornac Archer level 40
32nd Regrowth 124th year of Ascendancy at 18:47 see stats
Level 10
Got a character to level 10.
By Fainted the Cornac Archer level 10
22nd Dusk 122nd year of Ascendancy at 12:26 see stats
By Fainted the Cornac Archer level 10
22nd Dusk 122nd year of Ascendancy at 12:26 see stats
Level 20
Got a character to level 20.
By Fainted the Cornac Archer level 20
3rd Regrowth 123rd year of Ascendancy at 13:58 see stats
By Fainted the Cornac Archer level 20
3rd Regrowth 123rd year of Ascendancy at 13:58 see stats
Level 30
Got a character to level 30.
By Fainted the Cornac Archer level 30
41st Dusk 123rd year of Ascendancy at 18:28 see stats
By Fainted the Cornac Archer level 30
41st Dusk 123rd year of Ascendancy at 18:28 see stats
Level 40
Got a character to level 40.
By Fainted the Cornac Archer level 40
32nd Regrowth 124th year of Ascendancy at 17:35 see stats
By Fainted the Cornac Archer level 40
32nd Regrowth 124th year of Ascendancy at 17:35 see stats
Level 50
Got a character to level 50.
By Fainted the Cornac Archer level 50
40th Dusk 124th year of Ascendancy at 06:16 see stats
By Fainted the Cornac Archer level 50
40th Dusk 124th year of Ascendancy at 06:16 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.
By Fainted the Cornac Archer level 33
21st Haze 123rd year of Ascendancy at 08:15 see stats
By Fainted the Cornac Archer level 33
21st Haze 123rd year of Ascendancy at 08:15 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.
By Fainted the Cornac Archer level 41
56th Regrowth 124th year of Ascendancy at 05:34 see stats
By Fainted the Cornac Archer level 41
56th Regrowth 124th year of Ascendancy at 05:34 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.
By Fainted the Cornac Archer level 22
2nd Pyre 123rd year of Ascendancy at 11:43 see stats
By Fainted the Cornac Archer level 22
2nd Pyre 123rd year of Ascendancy at 11:43 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
By Fainted the Cornac Archer level 26
54th Pyre 123rd year of Ascendancy at 04:02 see stats
By Fainted the Cornac Archer level 26
54th Pyre 123rd year of Ascendancy at 04:02 see stats
Size is everything
Did over 1500 damage in one attack.
By Fainted the Cornac Archer level 25
45th Pyre 123rd year of Ascendancy at 06:52 see stats
By Fainted the Cornac Archer level 25
45th Pyre 123rd year of Ascendancy at 06:52 see stats
Size matters
Did over 600 damage in one attack.
By Fainted the Cornac Archer level 21
20th Regrowth 123rd year of Ascendancy at 07:15 see stats
By Fainted the Cornac Archer level 21
20th Regrowth 123rd year of Ascendancy at 07:15 see stats
Sliders
Activated a portal using the Orb of Many Ways.
By Fainted the Cornac Archer level 34
47th Haze 123rd year of Ascendancy at 08:14 see stats
By Fainted the Cornac Archer level 34
47th Haze 123rd year of Ascendancy at 08:14 see stats
The Arena
Unlocked Arena mode.
By Fainted the Cornac Archer level 13
34th Haze 122nd year of Ascendancy at 20:05 see stats
By Fainted the Cornac Archer level 13
34th Haze 122nd year of Ascendancy at 20:05 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.
By Fainted the Cornac Archer level 27
60th Pyre 123rd year of Ascendancy at 17:40 see stats
By Fainted the Cornac Archer level 27
60th Pyre 123rd year of Ascendancy at 17:40 see stats
The bigger the better!
Did over 3000 damage in one attack.
By Fainted the Cornac Archer level 43
44th Pyre 124th year of Ascendancy at 14:07 see stats
By Fainted the Cornac Archer level 43
44th Pyre 124th year of Ascendancy at 14:07 see stats
The secret city
Discovered the truth about mages.
By Fainted the Cornac Archer level 18
4th Allure 123rd year of Ascendancy at 07:52 see stats
By Fainted the Cornac Archer level 18
4th Allure 123rd year of Ascendancy at 07:52 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.
By Fainted the Cornac Archer level 41
53rd Regrowth 124th year of Ascendancy at 14:28 see stats
By Fainted the Cornac Archer level 41
53rd Regrowth 124th year of Ascendancy at 14:28 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.
By Fainted the Cornac Archer level 21
21st Regrowth 123rd year of Ascendancy at 08:59 see stats
By Fainted the Cornac Archer level 21
21st Regrowth 123rd year of Ascendancy at 08:59 see stats
Treasure Hoarder
Amassed 3000 gold pieces.
By Fainted the Cornac Archer level 28
7th Mirth 123rd year of Ascendancy at 10:50 see stats
By Fainted the Cornac Archer level 28
7th Mirth 123rd year of Ascendancy at 10:50 see stats
Treasure Hunter
Amassed 1000 gold pieces.
By Fainted the Cornac Archer level 21
12nd Regrowth 123rd year of Ascendancy at 06:17 see stats
By Fainted the Cornac Archer level 21
12nd Regrowth 123rd year of Ascendancy at 06:17 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.
By Fainted the Cornac Archer level 31
49th Dusk 123rd year of Ascendancy at 00:19 see stats
By Fainted the Cornac Archer level 31
49th Dusk 123rd year of Ascendancy at 00:19 see stats
Log
Today is the 65th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 11:28.