Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Swordsmaster Class 1.6.7Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Items Vault 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Swordsmaster |
Level / Exp | 30 / 18% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 40 (base 28) |
Dexterity | 82 (base 61) |
Constitution | 60 (base 55) |
Magic | 8 (base 10) |
Willpower | 59 (base 51) |
Cunning | 51 (base 44) |
Resources
Life | 1045/1045 |
Stamina | 232/232 |
Equilibrium | 20 |
Healing Factor | 1.9060869565218 |
Regeneration | 53.65634782609 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +26.61861688591% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 8 |
See Stealth | 58.711063046311 |
See Invisible | 58.711063046311 |
Offense: Mainhand
Damage | 125 |
Accuracy | 74 |
Crit Chance | 67% |
APR | 23 |
Speed | 1.11 |
Offense: Offhand
Damage | 107 |
Accuracy | 74 |
Crit Chance | 56% |
APR | 17 |
Speed | 1.11 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Light | +10% |
Nature | +8% |
Blight | +5% |
Physical | +26% |
Cold | +16% |
All | 0% |
Offense: Damage Penetration
Cold | +12% |
Mind | +35% |
All | 0% |
Defense: Base
Armour (hardiness) | 41 (72.811550151976%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 28 |
Mental Save | 31 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 45%( 70%) |
Physical | + 22%( 70%) |
Cold | + 54%( 70%) |
All | + 22%( 70%) |
Darkness | + 24%( 70%) |
Light | + 50%( 70%) |
Temporal | + 29%( 70%) |
Lightning | + 33%( 70%) |
Mind | + 36%( 70%) |
Nature | + 59%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Bleed Resistance | 0% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Stun Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 449 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 366 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 106 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 694% 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. Its effects scale with your Willpower stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Intrepid | 1.90 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Technique / Dual techniques | 1.90 |
| 4/5 |
| 4/5 |
| 5/5 |
| 4/5 |
Technique / Swordsmanship | 1.90 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Footwork | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Never Give Up |
talent | Precise Strikes |
talent | Elemental Harmony |
talent | Chant of Fortress |
talent | Spring Attack |
beneficial effect | Parrying melee and ranged attacks: Has a 72% chance to deflect up to 31 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife'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 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 improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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 talent Foresight (+1 level(s)). | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 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: 121. | 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 aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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! | 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 within3 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 | Veludhevena the pair of hardened leather boots (0 def, 3 armour) =Fus?= Veludhevena the pair of hardened leather boots (0 def, 3 armour) =Fus?=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +8 (+2 eff.) Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +3 Cun / +3 Dex Changes resistances: +6% light / +3% darkness It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.6 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(116 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Plaguerigor (0 def, 4 armour) =Fus!= Plaguerigor (0 def, 4 armour) =Fus!=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 mind Changes stats: +6 Dex Changes resistances: +6% nature Changes damage: +18% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Gorydas (0 def, 3 armour) Gorydas (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes resistances: +6% mind Changes resistances penetration: +25% mind Physical save: +6 (+2 eff.) Spell save: +9 (+4 eff.) Teleport immunity: +20% Life regen: +11.00 Stamina each turn: +1.10 Maximum stamina: +32.00 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. |
Tool | overpowered dwarven-steel torque of mindblast [power 395] (18 cooldown) overpowered dwarven-steel torque of mindblast [power 395] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 395 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Armelach =Andante= Armelach =Andante=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Damage when hit (Melee): 8 mind Changes stats: +6 Str Changes resistances: +15% acid / +12% mind Changes resistances penetration: +10% mind Changes damage: +6% acid Rings can have magical properties. |
On fingers | Ring of Growth =FUSORINO= Ring of Growth =FUSORINO=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | wanderer's steel amulet =Regen Move= wanderer's steel amulet =Regen Move=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
In main hand | Corpathus (150% power, 12 apr) Corpathus (150% power, 12 apr)Requires: - Dexterity 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 100% Dex Damage type: Physical Mastery: Swordsmanship Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +16.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +20.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Around waist | Girdle of the Calm Waters =FUS Cold Nature Blight= Girdle of the Calm Waters =FUS Cold Nature Blight=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | elemental voratun longsword of paradox (154% power, 6 apr) elemental voratun longsword of paradox (154% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Dex Damage type: Physical Mastery: Swordsmanship Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 cold damage (1/turn) Damage (Melee): +9 temporal When wielded/worn: Changes resistances: +10% temporal Changes resistances penetration: +12% cold Changes damage: +16% cold Sharp, long, and deadly. |
Cloak | Yaradar the Blazebait (3 def, 10 armour) =FUS= Yaradar the Blazebait (3 def, 10 armour) =FUS=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 13% Damage when hit (Melee): 4 acid Changes resistances: +15% lightning / +22% cold / +12% nature Changes damage: +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide cured leather armour of Toknor (6 def, 4 armour) =Fus= troll-hide cured leather armour of Toknor (6 def, 4 armour) =Fus=Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Critical mult.: +12.00% Life regen: +4.40 Maximum life: +39.00 Healing mod.: +13% A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
blink rune of the duelist (range 6; phase 20; cd 14) blink rune of the duelist (range 6; phase 20; cd 14)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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (386.00 temporal damage, removed from time 4 turns) Rune of the Rift (386.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 386.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
grounding copper amulet of healing =Heal Shock= grounding copper amulet of healing =Heal Shock=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Cut immunity: +40% Stun/Freeze immunity: +22% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 184 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
starlit copper amulet of cunning (+2) =CARRY Light Dark= starlit copper amulet of cunning (+2) =CARRY Light Dark=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% light / +10% darkness Blindness immunity: +22% Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 32 power out of 35/35) : Effective talent level: 2.0 Power cost: 32 out of 35/35. 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 225 (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. |
Elyrata =Temporal Vision!= Elyrata =Temporal Vision!=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% temporal Changes damage: +9% arcane Talent masteries: +0.15 Technique / Combat techniques +0.15 Cunning / Lethality Blindness immunity: +13% Pinning immunity: +24% Knockback immunity: +24% Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +2% Infravision radius: +3 Sight radius: +2 See invisible: +7 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
warrior's steel amulet of mastery (0.17 Technique / Intrepid) =Check!= warrior's steel amulet of mastery (0.17 Technique / Intrepid) =Check!=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Talent mastery: +0.17 Technique / Intrepid Stamina each turn: +0.20 Amulets can have magical properties. |
Shiversun the gold amulet =Shock= Shiversun the gold amulet =Shock=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Mag / +7 Wil Changes resistances: +18% lightning / +9% cold Changes damage: +12% blight Stun/Freeze immunity: +30% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Amulets can have magical properties. |
insulating gold amulet of healing =Fire Cold -Cut= insulating gold amulet of healing =Fire Cold -Cut=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% fire / +13% cold Cut immunity: +60% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 184 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper ring of lightning (+22%) =Shock= copper ring of lightning (+22%) =Shock=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
Vargh Redemption =COLD Nature +max Stam= Vargh Redemption =COLD Nature +max Stam=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 18.28 cold and 19.86 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
Elemental Fury =Deal all elemental dmg!= Elemental Fury =Deal all elemental dmg!=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gold ring of pilfering =APenetration= gold ring of pilfering =APenetration=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
mule's gold ring of the mind (+13%) =CARRY Mind= mule's gold ring of the mind (+13%) =CARRY Mind=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +13% mind Changes damage: +13% mind Maximum encumbrance: +25 Rings can have magical properties. |
Ce'Nylaith the voratun ring Ce'Nylaith the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 * 20% chance to slow global speed by 53% * 10 arcane resource burn Changes stats: +7 Cun / +6 Dex Changes resistances: +6% lightning Changes damage: +24% mind Rings can have magical properties. |
Glittersweeper =ACID Cold= Glittersweeper =ACID Cold=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +30% acid / +6% cold Changes resistances penetration: +25% darkness / +15% light Changes damage: +15% acid / +12% cold / +12% light Rings can have magical properties. |
grounding pair of hardened leather boots of tirelessness (0 def, 3 armour) grounding pair of hardened leather boots of tirelessness (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +7% lightning / +8% temporal Stamina each turn: +0.50 Maximum stamina: +22.00 A pair of boots made of leather. |
Islyba (0 def, 4 armour) =CARRY Fire Cold Temporal= Islyba (0 def, 4 armour) =CARRY Fire Cold Temporal=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes resistances: +12% cold / +6% fire / +3% mind / +9% temporal Maximum encumbrance: +35 Physical save: +7 (+3 eff.) Mental save: +3 (+1 eff.) Silence immunity: +20% Healing mod.: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Freezeviper' (0 def, 4 armour) =Cold= pair of dwarven-steel boots 'Freezeviper' (0 def, 4 armour) =Cold=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +8 Mag Changes resistances: +12% mind / +27% cold Changes resistances penetration: +20% mind Changes damage: +8% acid / +12% cold / +9% mind / +11% blight Disease immunity: +32% Spellpower: +8 (+8 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets 'Frozenstun' (0 def, 1 armour) =Shock= iron gauntlets 'Frozenstun' (0 def, 1 armour) =Shock=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +2 Con Changes resistances: +12% lightning / +3% temporal Changes damage: +3% cold Physical save: +13 (+5 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.9 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Belille (0 def, 2 armour) =Fire= Belille (0 def, 2 armour) =Fire=Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Fatigue: +3% Damage (Melee): 8 nature Changes stats: +4 Str Changes resistances: +3% temporal / +12% fire / +5% nature / +3% mind Changes damage: +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
polar dwarven-steel gauntlets of the juggernaut (0 def, 2 armour) =Jugg Cold= polar dwarven-steel gauntlets of the juggernaut (0 def, 2 armour) =Jugg Cold=Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 cold Changes stats: +2 Con Changes resistances: +7% cold Changes damage: +7% cold Physical save: +16 (+6 eff.) Spell save: +5 (+2 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 5.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
grounding cashmere wizard hat of fire (+7%) (2 def, 0 armour) =Fire= grounding cashmere wizard hat of fire (+7%) (2 def, 0 armour) =Fire=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +7% lightning / +18% fire / +8% temporal Changes damage: +12% fire A pointy cloth hat, very wizardly... |
shielding cashmere wizard hat of lightning (+22%) (2 def, 0 armour) =Shock= shielding cashmere wizard hat of lightning (+22%) (2 def, 0 armour) =Shock=Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag Changes resistances: +22% lightning Changes damage: +15% lightning Spell save: +7 (+3 eff.) A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour) =SPOT in every way!= Eye of the Forest (8 def, 0 armour) =SPOT in every way!=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 32 power out of 35/35) : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
dwarven-steel helm 'Xowyn' (0 def, 7 armour) =+3 Infra= dwarven-steel helm 'Xowyn' (0 def, 7 armour) =+3 Infra=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +7 Fatigue: +4% Changes stats: +3 Str / +2 Wil / +4 Cun / +2 Con Changes damage: +12% mind Physical save: +12 (+4 eff.) Mindpower: +30 (+10 eff.) Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 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. |
onyx 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet 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. |
quartz 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. |
jade 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. |
Arthysus the brass lantern =Infravision= Arthysus the brass lantern =Infravision=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +3% mind Hate when firing a critical mind attack: +3.00 Maximum psi: +20.00 Light radius: +5 Infravision radius: +3 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. |
Poralratha the alchemist's lamp =SPOT!!! Acid= Poralratha the alchemist's lamp =SPOT!!! Acid=Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +12% acid / +3% light Mental save: +8 (+4 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +10% Light radius: +4 See stealth: +13 See invisible: +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Rod of Recall (1/2) Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 182 power out of 289/400. 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. |
powerful stralite torque of gale force [power 270] (14 cooldown) powerful stralite torque of gale force [power 270] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to project a gust of wind in a cone knocking enemies back 10 spaces and dealing 340 physical damage Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing elm totem of healing [power 116] (14 cooldown) cleansing elm totem of healing [power 116] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 14 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
soothing yew wand of shielding [power 254] (18 cooldown) soothing yew wand of shielding [power 254] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 18 turns. When used: * Heal for 47. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of lightning storm 'Blizzardtickler' [power 350] (14 cooldown) dragonbone wand of lightning storm 'Blizzardtickler' [power 350] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances: +24% acid / +6% cold Changes resistances penetration: +10% acid It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 70 lightning damage and will be dazed for 1 turn (350 total damage) Activation puts all charms on cooldown for 14 turns. When used: * Gain a 29% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Blade McEdge the Thalore Swordsmaster level 22
20th Regrowth 123rd year of Ascendancy at 00:08 see stats
By Blade McEdge the Thalore Swordsmaster level 17
68th Dusk 122nd year of Ascendancy at 22:43 see stats
By Blade McEdge the Thalore Swordsmaster level 21
1st Regrowth 123rd year of Ascendancy at 17:49 see stats
By Blade McEdge the Thalore Swordsmaster level 24
22nd Regrowth 123rd year of Ascendancy at 05:08 see stats
By Blade McEdge the Thalore Swordsmaster level 21
7th Decay 122nd year of Ascendancy at 01:43 see stats
By Blade McEdge the Thalore Swordsmaster level 10
4th Dusk 122nd year of Ascendancy at 03:30 see stats
By Blade McEdge the Thalore Swordsmaster level 20
62nd Haze 122nd year of Ascendancy at 16:55 see stats
By Blade McEdge the Thalore Swordsmaster level 30
44th Pyre 123rd year of Ascendancy at 02:27 see stats
By Blade McEdge the Thalore Swordsmaster level 16
58th Dusk 122nd year of Ascendancy at 13:00 see stats
By Blade McEdge the Thalore Swordsmaster level 24
31st Regrowth 123rd year of Ascendancy at 11:47 see stats
By Blade McEdge the Thalore Swordsmaster level 8
4th Flare 122nd year of Ascendancy at 06:46 see stats
By Blade McEdge the Thalore Swordsmaster level 14
31st Dusk 122nd year of Ascendancy at 05:27 see stats
By Blade McEdge the Thalore Swordsmaster level 8
5th Flare 122nd year of Ascendancy at 20:53 see stats
By Blade McEdge the Thalore Swordsmaster level 23
20th Regrowth 123rd year of Ascendancy at 15:42 see stats
Log
Blade McEdge drops on the floor: Firewalker (15 def, 2 armour).
Your Firewalker (15 def, 2 armour) is magically sorted by the storage room.
Blade McEdge drops on the floor: searing hardened leather armour of stability (9 def, 6 armour).
Your searing hardened leather armour of stability (9 def, 6 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
Blade McEdge drops on the floor: Animarek the cashmere wizard hat (2 def, 0 armour).
Your Animarek the cashmere wizard hat (2 def, 0 armour) is magically sorted by the storage room and put in a pile with the others items of the same type.
There is an item here: Focus Whip (118% power, 7 apr)
Ran for 4 turns (stop reason: object seen).
There is an item here: Manakhad the pair of voratun boots (0 def, 5 armour)
There is an item here: blood-soaked pair of iron boots of rushing (0 def, 3 armour)
There is an item here: dreamer's pair of iron boots of tirelessness (0 def, 3 armour)
There is an item here: restorative pair of rough leather boots (0 def, 1 armour)
There is an item here: Brandwill the pair of iron boots (0 def, 3 armour)
There is an item here: dreamer's pair of hardened leather boots of speed (0 def, 3 armour)
There is an item here: Focus Whip (118% power, 7 apr)
Ran for 2 turns (stop reason: object seen).
Blade McEdge wears (replacing insulating gold amulet of healing =Fire Cold -Cut=): wanderer's steel amulet =Regen Move=.
Blade McEdge deactivates Chant of Fortress.
Blade McEdge deactivates Daunting Presence.
Blade McEdge deactivates Precise Strikes.
Blade McEdge deactivates Never Give Up.
Blade McEdge deactivates Spring Attack.
Blade McEdge deactivates Elemental Harmony.