










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Utility Supplies 1.3.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 36 / 1% |
Size | medium |
Lifes / Deaths | Killed by fire drake at level 29 on the 3rd Dusk 123rd year of Ascendancy at 22:18 / 1 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 17 (base 10) |
Constitution | 17 (base 10) |
Magic | 86 (base 60) |
Willpower | 97 (base 60) |
Cunning | 47 (base 30) |
Resources
Life | 397/498 |
Mana | 188/773 |
Paradox | 30 |
Positive | 64/135 |
Healing Factor | 1.2361497326203 |
Regeneration | 0.30903743315507 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 17 |
See Stealth | 6.9706291915676 |
See Invisible | 31.200999161143 |
ESP Range | 10 |
ESP Kinds | humanoid/orc, demon/minor, demon/major |
Offense: Mainhand
Damage | 37 |
Accuracy | 20 |
Crit Chance | 25% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 62% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
Darkness | +33% |
Light | +36% |
Temporal | +9% |
Blight | +18% |
Mind | +16% |
Fire | +125% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Temporal | +20% |
Blight | +10% |
Fire | +81% |
Darkness | +20% |
Defense: Base
Armour (hardiness) | 43.505996965231 (45%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 7 |
Physical Save | 48 |
Spell Save | 54 |
Mental Save | 62 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 25%( 70%) |
All | 0%( 70%) |
Darkness | + 70%( 70%) |
Light | + 52%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 10%( 70%) |
Fire | + 70%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 70% |
Confusion Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 8 turns. While Heroism is active, you will only die when reaching -694 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 530 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1174% for 10 turns and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Spell / Divination | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Stone Skin |
talent | Keen Senses |
talent | Chant of Fortress |
talent | Burning Wake |
talent | Arcane Power |
talent | Disruption Shield |
talent | Wildfire |
talent | Shielding |
talent | Arcane Shield |
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 again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | 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 sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Heart of the Gloom. Escort: temporal explorer (level 2 of Heart of the Gloom)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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. | active |
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 unlocked the hall of reflections. * 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: 428. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed xorn fragment. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal 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 you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Cun / +1 Con Changes damage: +6% blight Physical save: +17 (+6 eff.) Mental save: +17 (+4 eff.) Mana when firing critical spell: +2.00 Maximum mana: +60.00 Spell crit. chance: +8% A pair of boots made of leather. This object's appearance was changed to pair of iron boots. |
Light source | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +13 (+6 eff.) Damage when hit (Melee): 23 blight Changes resistances: +26% blight / +13% darkness / +14% light Changes resistances penetration: +10% blight Changes damage: +15% darkness / +15% fire Damage affinity(heal): +5% darkness Physical save: +20 (+7 eff.) Spell save: +17 (+6 eff.) Mental save: +20 (+5 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +9 Infravision radius: +11 See invisible: +15 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 230.98 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +8 (+4 eff.) Fatigue: +4% Changes stats: +3 Cun / +3 Wil Changes resistances: +20% fire Changes damage: +20% fire It can be used to activate talent Meteor Rain (costing 38 power out of 50/50) : Effective talent level: 2.0 Power cost: 38 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 156.30 fire and 69.50 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. This object's appearance was changed to linen wizard hat. |
Tool | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Effects on melee hit: * 10% chance to disease * 35% chance to corrode armour by 30% Damage when hit (Melee): 8 blight Changes stats: +3 Str / +6 Cun Changes resistances: +6% blight / +9% acid Changes resistances penetration: +5% acid Changes damage: +12% blight / +15% fire / +16% mind Mental save: +15 (+4 eff.) Maximum life: +35.00 Maximum stamina: +30.00 Lowers spell cool-downs by: 10% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Requires: - Level 15 Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil 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 22.68 cold and 19.72 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. This item has been sent to the Item's Vault. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +6% temporal / +18% fire Changes resistances penetration: +20% temporal Changes damage: +9% temporal / +15% fire Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex / +5 Mag / +9 Wil / +4 Cun Physical save: +12 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +13 (+3 eff.) Spell crit. chance: +5% A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Damage when hit (Melee): 20 darkness Changes resistances: +12% fire Changes resistances penetration: +20% darkness / +25% fire Changes damage: +20% fire Talent granted: +1 Command Staff Mana each turn: +0.24 Maximum mana: +47.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 240.63 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+6 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +7 Wil / +9 Mag Changes resistances: +38% light / +42% darkness / +5% arcane Changes damage: +36% light / +18% darkness Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Mana each turn: +0.40 Maximum life: +69.00 Maximum mana: +100.00 Spellpower: +30 (+7 eff.) Spell crit. chance: +14% Mindpower: +6 (+2 eff.) Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +2 Wil Changes resistances: +12% darkness / +16% temporal Spell save: +8 (+3 eff.) Maximum mana: +51.00 Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +20% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Dex / +5 Mag / +4 Wil Changes resistances: +9% fire Changes damage: +18% fire Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Cut immunity: +70% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 321 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 666% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 3 It can be used to heal yourself for 300 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion-patch ; tier 1 It can be used to heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 586.42 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 ability. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +16 Defense: +24 (+11 eff.) Effects on melee hit: * 23% chance to disease Changes stats: +5 Mag Changes resistances cap: +11% all Changes resistances penetration: +10% acid Changes damage: +9% blight / +15% acid Talent masteries: +0.40 Spell / Phantasm +0.40 Spell / Arcane Physical save: +45 (+14 eff.) Mana each turn: +0.57 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +1.70 Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +29.00 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+8 eff.) Armour penetration: +17 Defense: +16 (+8 eff.) Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Cun Changes resistances: +40% acid / +18% light Changes resistances penetration: +5% light Changes damage: +20% acid / +18% light Disarm immunity: +43% Pinning immunity: +50% Knockback immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum life: +50.00 Maximum hate: +13.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 125% 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. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +12 Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 arcane Changes stats: +6 Str / +5 Con Changes resistances: +40% acid / +9% darkness Changes resistances penetration: +15% lightning Changes damage: +20% acid / +21% darkness / +9% lightning Spell save: +20 (+6 eff.) Life regen: +1.50 Maximum life: +100.00 Maximum stamina: +34.00 Healing mod.: +30% Rings can have magical properties. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+10 eff.) Fatigue: -10% Changes resistances: +15% blight / +4% physical / +15% nature Changes damage: +6% all Maximum encumbrance: +39 Spell save: +20 (+6 eff.) Blindness immunity: +10% Poison immunity: +28% Disease immunity: +22% Silence immunity: +49% Pinning immunity: +10% Mana each turn: +0.40 Spellpower: +10 (+2 eff.) Mindpower: +19 (+7 eff.) See invisible: +21 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+4 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +7 Str / +7 Con Changes resistances: +15% light / +6% mind Changes resistances penetration: +15% mind Changes damage: +15% light Light radius: +2 Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+10 eff.) Changes stats: +8 Mag / +8 Wil Changes resistances: +49% darkness Changes resistances penetration: +10% darkness Changes damage: +6% arcane / +20% darkness / +8% all Physical save: +18 (+6 eff.) Spell save: +53 (+15 eff.) Mental save: +18 (+5 eff.) Mana each turn: +0.12 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +35 (+9 eff.) Mindpower: +20 (+7 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+7 eff.) Armour: +6 Effects on melee hit: * 26% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 50 light Changes stats: +10 Str / +10 Con Changes resistances: +34% light / +6% cold Changes damage: +17% light Blindness immunity: +68% Poison immunity: +15% Cut immunity: +5% Equilibrium when hit: +0.12 Infravision radius: +6 See stealth: +24 See invisible: +25 Rings can have magical properties. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +15.0% Armour: +12 Defense: +34 (+15 eff.) Ranged Defense: +9 (+4 eff.) Effects on melee hit: * 17% chance to blind Changes stats: +3 Dex / +7 Con Maximum wards: +3 arcane Changes damage: +9% acid / +12% physical / +30% arcane Talents granted: +5 Ward +1 Command Staff Critical mult.: +20.00% Physical save: +20 (+7 eff.) Life regen: +2.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +5% Light radius: +4 Healing mod.: +30% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 116.77 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +25.0% Physical power: +14 (+7 eff.) Armour: +4 Defense: +11 (+5 eff.) Effects on melee hit: * 14% chance to blind Changes stats: +2 Dex Changes damage: +40% lightning / +9% mind / +40% cold / +40% arcane / +40% fire Talent granted: +1 Command Staff Critical mult.: +34.00% Only die when reaching: -20.00 life Maximum stamina: +25.00 Spellpower: +31 (+8 eff.) Spell crit. chance: +9% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 158.28 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 darkness / +4 blight When wielded/worn: Physical crit. chance: +14.0% Damage when hit (Melee): 4 mind / 4 darkness Changes stats: +16 Mag / +4 Wil / +8 Cun / +9 Con Changes resistances: +9% darkness Changes resistances penetration: +15% darkness Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +50.00% Mana each turn: +0.37 Vim when firing critical spell: +8.00 Maximum mana: +210.00 Maximum vim: +50.00 Maximum neg.energy: +49.00 Spellpower: +26 (+6 eff.) Spell crit. chance: +5% Mental crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Damage (Melee): 35 fire Changes stats: +6 Str / +5 Con Changes resistances: +14% temporal / +7% darkness / +6% mind Changes damage: +30% light Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +49.00% Spellpower: +42 (+10 eff.) Spell crit. chance: +5% Infravision radius: +3 See invisible: +26 Defense after a teleport: +35 Resist all after a teleport: +25% New effects duration reduction after a teleport: +43% Reduces paradox anomalies(equivalent to willpower): +22 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+7 eff.) Physical crit. chance: +23.0% Physical power: +12 (+6 eff.) Armour: +12 Defense: +11 (+5 eff.) Effects on melee hit: * 35% chance to daze at end of turn Damage (Melee): 35 fire Changes stats: +4 Str / +3 Mag / +2 Cun Maximum wards: +3 physical Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +30% physical Talents granted: +5 Ward +1 Command Staff Critical mult.: +70.00% Spellpower: +33 (+8 eff.) Spell crit. chance: +9% See invisible: +13 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +16 Armour Hardiness: +12% Damage when hit (Melee): 8 light / 8 physical Changes stats: +6 Con Changes resistances: +14% darkness / +13% temporal Changes resistances penetration: +15% light Changes damage: +41% cold Talent granted: +1 Command Staff Physical save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +30 (+7 eff.) Spell crit. chance: +5% Defense after a teleport: +34 Resist all after a teleport: +25% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +25 It can be used to conjure elemental energy in a radius 10 cone, dealing 46.71 to 56.05 cold damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 47% chance to corrode armour by 30% Damage (Melee): +12 acid When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes resistances: +6% temporal Changes damage: +40% arcane Talent granted: +1 Command Staff Spellpower: +38 (+9 eff.) Spell crit. chance: +23% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 46.31 to 55.57 arcane damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 temporal When wielded/worn: Accuracy: +15 (+7 eff.) Physical crit. chance: +25.0% Physical power: +15 (+7 eff.) Armour: +4 Changes stats: +7 Con Changes resistances: +9% mind / +6% temporal / +5% arcane / +9% nature Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +34.00% Stun/Freeze immunity: +15% Life regen: +1.90 Spellpower: +54 (+13 eff.) Spell crit. chance: +9% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 light When wielded/worn: Accuracy: +24 (+12 eff.) Physical crit. chance: +10.0% Physical power: +15 (+7 eff.) Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Changes stats: +7 Con Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +14.00% Life regen: +1.80 Spellpower: +35 (+9 eff.) Spell crit. chance: +24% Healing mod.: +27% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Burst (radius 2) on crit: +8 acid When wielded/worn: Physical crit. chance: +15.0% Armour: +24 Armour Hardiness: +12% Defense: +37 (+16 eff.) Damage (Melee): 12 % chance of confusion Damage when hit (Melee): 4 nature Changes stats: +2 Dex / +3 Cun / +3 Con Maximum wards: +3 cold Changes damage: +30% cold Grants telepathy: Humanoid/Orc Talents granted: +5 Ward +1 Command Staff Critical mult.: +20.00% Physical save: +12 (+4 eff.) Spellpower: +22 (+5 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage Shield penetration (this weapon only): +30% When wielded/worn: Accuracy: +30 (+15 eff.) Physical crit. chance: +19.0% Physical power: +30 (+15 eff.) Defense: +10 (+5 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to blind Changes resistances penetration: +10% nature Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +27.00% Reduces incoming crit damage: 10.00% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +42 (+10 eff.) Spell crit. chance: +17% Light radius: +4 It can be used to project a bolt elemental energy from the staff (to range 10) dealing 42.02 to 50.42 arcane damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +40 (+17 eff.) Effects on melee hit: * 19% chance to blind Damage (Melee): 11 % chance of confusion Changes stats: +7 Con Changes resistances: +6% darkness Changes resistances penetration: +10% lightning Changes damage: +30% temporal Talent granted: +1 Command Staff Reduces incoming crit damage: 5.00% Physical save: +12 (+4 eff.) Life regen: +1.90 Spellpower: +32 (+8 eff.) Spell crit. chance: +5% Light radius: +6 Healing mod.: +28% Damage Shield penetration: +35% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 116.77 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +22.0% Physical power: +6 (+3 eff.) Armour: +4 Changes stats: +6 Dex / +6 Cun / +6 Con Changes damage: +6% light / +12% physical Critical mult.: +13.00% Mental save: +15 (+4 eff.) Life regen: +3.20 Maximum life: +20.00 Maximum stamina: +20.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +14% Healing mod.: +30% A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +4 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +13 Con Changes resistances: +15% cold / +15% fire / +3% physical Physical save: +3 (+1 eff.) Mental save: +27 (+7 eff.) Life regen: +0.40 Only die when reaching: -40.00 life Maximum life: +70.00 Mindpower: +19 (+7 eff.) A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +24 (+12 eff.) Armour: +15 Defense: +14 (+7 eff.) Changes stats: +5 Mag Grants telepathy: Humanoid/Orc Physical save: +25 (+9 eff.) Spell save: +29 (+9 eff.) Poison immunity: +10% Cut immunity: +10% Disarm immunity: +5% Pinning immunity: +10% Maximum life: +70.00 See invisible: +6 Size category: +2 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +9 Dex / +14 Con Changes resistances: +9% acid / +9% fire / +10% lightning / +10% cold Talent mastery: +0.40 Technique / Combat training Physical save: +6 (+2 eff.) Spell save: -29 (-10 eff.) Stamina each turn: +1.10 Mana each turn: -0.57 Maximum life: +56.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 4 nature / 8 mind Changes stats: +5 Str / +2 Cun / +6 Con Changes resistances: +10% acid / +12% darkness / +10% lightning / +17% blight / +10% cold / +18% nature / +10% fire Changes damage: +6% darkness / +6% mind Grants telepathy: Humanoid/Orc Physical save: +15 (+5 eff.) Life regen: +3.00 Maximum life: +87.00 Maximum psi: +30.00 Healing mod.: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +13 (+6 eff.) Changes stats: +2 Str / +3 Mag / +4 Cun / +5 Con Changes resistances: +10% acid / +22% darkness / +23% light / +34% fire / +40% cold / +5% arcane / +9% lightning Changes resistances penetration: +18% darkness Changes damage: +25% darkness / +12% arcane Stealth bonus: +34 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Fatigue: -4% Changes stats: +4 Mag / +3 Wil / +7 Cun / +3 Con Changes resistances: +30% light Changes damage: +20% light Grants telepathy: Dragon Critical mult.: +16.00% Spell save: +29 (+9 eff.) Mana each turn: +0.40 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum mana: +99.00 Spellpower: +36 (+9 eff.) Spell crit. chance: +20% Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+4 eff.) Changes stats: +10 Mag Changes resistances: +60% darkness / +30% mind Changes resistances penetration: +10% blight / +15% temporal / +15% physical Changes damage: +20% physical / +20% darkness / +12% arcane / +6% nature / +20% temporal Physical save: +47 (+15 eff.) Spell save: +20 (+6 eff.) Mental save: +40 (+10 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +16 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+7 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+5 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Damage when hit (Melee): 4 acid Changes stats: +6 Wil / +14 Mag Changes resistances: +18% acid / +12% temporal / +5% arcane Changes resistances penetration: +35% temporal / +15% physical Changes damage: +19% temporal / +15% physical / +20% all Physical save: +30 (+10 eff.) Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +39 (+10 eff.) Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Cun Changes damage: +8% light / +12% darkness Mana each turn: +0.18 Maximum mana: +57.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +4.0% Armour: +3 Damage (Melee): 15 blight Damage when hit (Melee): 8 physical Changes resistances: +16% blight / +9% cold Changes damage: +11% blight Physical save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Poison immunity: +25% Disarm immunity: +50% Life regen: +7.60 Stamina each turn: +3.80 Maximum stamina: +74.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +17 Damage (Melee): 10 acid / 15 physical / 10 fire / 10 lightning / 7 cold Changes stats: +5 Str / +5 Mag / +10 Wil / +4 Con Changes resistances: +6% fire Changes damage: +11% physical Talent mastery: +0.20 Technique / Grappling Reduces incoming crit damage: 10.00% Blindness immunity: +20% Disarm immunity: +65% Pinning immunity: +20% Knockback immunity: +5% Life regen: +4.00 Stamina each turn: +2.00 Maximum stamina: +25.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +34 (+17 eff.) Armour: +13 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 15 physical Changes stats: +6 Dex Changes resistances: +6% darkness Changes damage: +10% physical Critical mult.: +15.00% Physical save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +42% Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.40 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+7 eff.) Physical crit. chance: +19.0% Armour: +7 Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 19 darkness / 15 mind Changes stats: +6 Cun Changes resistances: +30% darkness / +10% mind / +6% nature Changes damage: +11% darkness / +11% mind Critical mult.: +15.00% Disease immunity: +15% Disarm immunity: +5% Confusion immunity: +5% Knockback immunity: +10% Spell crit. chance: +20% Mental crit. chance: +20% Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 1.8 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +1 Changes stats: +3 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +14 Cun / +14 Wil Changes resistances: +24% lightning / +15% temporal Changes resistances penetration: +29% lightning Changes damage: +9% lightning Mana each turn: +0.34 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +12 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +12 (+6 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +8 Mag / +17 Wil Changes damage: +14% temporal / +15% light / +6% blight / +30% physical / +11% darkness Physical save: +15 (+5 eff.) Psi each turn: +0.35 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +20.00 Spellpower: +6 (+1 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +6% A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 35% Damage when hit (Melee): 16 blight Changes stats: +7 Cun / +4 Wil Changes resistances: +7% lightning / +8% temporal / +8% light / +8% fire / +17% nature / +8% acid / +14% blight / +8% cold / +8% darkness Changes resistances penetration: +10% temporal Changes damage: +6% nature / +3% temporal Equilibrium when hit: +6.00 Psi when hit: +6.00 Hate when hit: +5.20 Mindpower: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Dex / +20 Mag / +2 Con Changes resistances: +28% light Changes resistances penetration: +5% mind Changes damage: +19% light / +6% lightning Spell save: +30 (+9 eff.) Stamina each turn: +1.40 Equilibrium when hit: +3.04 Psi when hit: +2.90 Hate when hit: +3.00 Maximum stamina: +15.00 A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+10 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +23 Physical power: +10 (+5 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 mind / 4 acid Changes stats: +9 Str Changes resistances: +6% mind / +6% lightning Changes resistances penetration: +20% lightning Changes damage: +15% mind / +15% fire Critical mult.: +20.00% Mental save: +15 (+4 eff.) Infravision radius: +3 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +29.0% Physical power: +10 (+5 eff.) Armour: +2 Changes stats: +21 Str / +1 Dex / +21 Wil Changes resistances: +9% darkness Changes damage: +9% mind Critical mult.: +19.00% Pinning immunity: +20% Lowers spell cool-downs by: 10% Mental crit. chance: +30% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +10 Defense: +16 (+8 eff.) Effects on melee hit: * 35% chance to corrode armour by 30% Damage when hit (Melee): 16 acid / 12 fire / 4 blight Changes stats: +3 Str Changes resistances: +6% acid / +19% physical / +15% nature Changes damage: +10% nature / +3% blight Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Mag / +3 Wil / +2 Cun / +1 Con Changes resistances: +14% darkness / +2% physical Changes damage: +15% light Damage affinity(heal): +5% light Mental save: +30 (+8 eff.) Blindness immunity: +46% Confusion immunity: +28% Stamina each turn: +0.40 Maximum life: +30.00 Light radius: +13 See stealth: +75 See invisible: +74 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 65.84 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +11 Cun Changes resistances: +9% acid / +13% darkness / +3% light / +5% arcane Changes damage: +11% light Damage affinity(heal): +5% light Physical save: +30 (+10 eff.) Silence immunity: +10% Confusion immunity: +15% Light radius: +6 Infravision radius: +9 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 65.84 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Str / +2 Dex / +11 Cun Changes resistances: +9% cold / +15% darkness / +10% temporal Changes resistances penetration: +15% blight Changes damage: +15% light Damage affinity(heal): +5% light Mana each turn: +0.16 Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Spell crit. chance: +2% Light radius: +1 Infravision radius: +9 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +27% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 65.84 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master -1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Wil / +15 Mag Changes resistances penetration: +15% darkness / +15% blight Changes damage: +6% blight Spell save: +35 (+10 eff.) Spellpower: +34 (+8 eff.) Light radius: +18 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 30 fire / 16 temporal Changes resistances: +15% lightning / +10% fire / +9% temporal Mental save: +15 (+4 eff.) Light radius: +14 See stealth: +25 See invisible: +25 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% light / +6% temporal / +6% nature / +5% arcane Changes damage: +12% fire Mental save: +12 (+3 eff.) Light radius: +4 See stealth: +25 See invisible: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+5 eff.) Damage when hit (Melee): 30 fire Changes stats: +11 Cun / +7 Wil Changes resistances: +6% cold / +13% fire Critical mult.: +35.00% Mental save: +30 (+8 eff.) Silence immunity: +5% Mana each turn: +0.12 Only die when reaching: -80.00 life Maximum life: +78.00 Light radius: -6 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Damage when hit (Melee): 12 acid / 12 darkness Changes stats: +11 Cun Changes resistances: +3% acid / +1% physical / +15% darkness Changes resistances penetration: +15% darkness Changes damage: +14% light Damage affinity(heal): +5% light Physical save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -40.00 life Light radius: -3 Infravision radius: +8 See stealth: +16 See invisible: +22 Healing mod.: +30% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 65.84 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+5 eff.) Damage when hit (Melee): 25 fire Changes stats: +7 Wil / +10 Cun / +3 Con Changes resistances: +10% fire / +10% cold / +11% light / +10% temporal Changes damage: +15% darkness / +6% nature Damage affinity(heal): +5% darkness Critical mult.: +20.00% Light radius: +4 Infravision radius: +7 See invisible: +6 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 230.98 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 544.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour: +4 Changes stats: +3 Dex / +6 Con Changes resistances: +6% acid / +12% lightning Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence Knockback immunity: +20% Light radius: +3 It can be used to teleport randomly (rad 53), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% mind Maximum wards: +10 acid / +10 nature / +10 light Changes damage: +12% light / +9% mind Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +4 Lay Web +2 Ward Light radius: +3 Infravision radius: +3 It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Str / +3 Dex / +1 Con Changes resistances: +9% mind Maximum wards: +10 lightning / +10 temporal / +10 blight / +9 fire / +10 cold Talent cooldown: Strike (-1 turn) Talents granted: +5 Strike +2 Ward Maximum hate: +8.00 It can be used to reveal the area around you, dispelling darkness (radius 14, power 84 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +2 Dex / +2 Con Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Grants telepathy: Demon/Minor Demon/Major Talents granted: +1 Ward +10 Void Blast Light radius: +3 See invisible: +18 It can be used to fire a bolt of a random element with (base) damage 210 to 421, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By Atreecy the Shalore Archmage level 31
12nd Dusk 123rd year of Ascendancy at 23:49 see stats
By Atreecy the Shalore Archmage level 31
11st Dusk 123rd year of Ascendancy at 02:23 see stats
By Atreecy the Shalore Archmage level 23
50th Pyre 123rd year of Ascendancy at 20:17 see stats
By Atreecy the Shalore Archmage level 34
43rd Haze 123rd year of Ascendancy at 12:38 see stats
By Atreecy the Shalore Archmage level 14
46th Haze 122nd year of Ascendancy at 23:36 see stats
By Atreecy the Shalore Archmage level 33
40th Haze 123rd year of Ascendancy at 03:21 see stats
By Atreecy the Shalore Archmage level 16
4th Regrowth 123rd year of Ascendancy at 00:13 see stats
By Atreecy the Shalore Archmage level 28
1st Flare 123rd year of Ascendancy at 13:48 see stats
By Atreecy the Shalore Archmage level 13
43rd Dusk 122nd year of Ascendancy at 17:42 see stats
By Atreecy the Shalore Archmage level 32
37th Dusk 123rd year of Ascendancy at 16:28 see stats
By Atreecy the Shalore Archmage level 27
63rd Pyre 123rd year of Ascendancy at 19:49 see stats
By Atreecy the Shalore Archmage level 17
12nd Regrowth 123rd year of Ascendancy at 03:39 see stats
By Atreecy the Shalore Archmage level 27
73rd Pyre 123rd year of Ascendancy at 05:58 see stats
By Atreecy the Shalore Archmage level 32
34th Dusk 123rd year of Ascendancy at 09:09 see stats
By Atreecy the Shalore Archmage level 22
8th Pyre 123rd year of Ascendancy at 03:54 see stats
By Atreecy the Shalore Archmage level 15
67th Haze 122nd year of Ascendancy at 10:08 see stats
By Atreecy the Shalore Archmage level 10
2nd Summertide 122nd year of Ascendancy at 00:39 see stats
By Atreecy the Shalore Archmage level 20
16th Regrowth 123rd year of Ascendancy at 06:24 see stats
By Atreecy the Shalore Archmage level 30
6th Dusk 123rd year of Ascendancy at 15:01 see stats
By Atreecy the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 00:33 see stats
By Atreecy the Shalore Archmage level 13
76th Dusk 122nd year of Ascendancy at 17:31 see stats
By Atreecy the Shalore Archmage level 27
63rd Pyre 123rd year of Ascendancy at 12:24 see stats
By Atreecy the Shalore Archmage level 16
3rd Regrowth 123rd year of Ascendancy at 13:18 see stats
By Atreecy the Shalore Archmage level 27
73rd Pyre 123rd year of Ascendancy at 14:47 see stats
By Atreecy the Shalore Archmage level 33
37th Dusk 123rd year of Ascendancy at 17:54 see stats
By Atreecy the Shalore Archmage level 10
2nd Summertide 122nd year of Ascendancy at 20:30 see stats
By Atreecy the Shalore Archmage level 20
20th Regrowth 123rd year of Ascendancy at 10:19 see stats
By Atreecy the Shalore Archmage level 36
68th Haze 123rd year of Ascendancy at 07:34 see stats
By Atreecy the Shalore Archmage level 27
63rd Pyre 123rd year of Ascendancy at 19:39 see stats
By Atreecy the Shalore Archmage level 20
62nd Regrowth 123rd year of Ascendancy at 11:34 see stats
By Atreecy the Shalore Archmage level 29
3rd Dusk 123rd year of Ascendancy at 22:18 see stats
By Atreecy the Shalore Archmage level 30
9th Dusk 123rd year of Ascendancy at 11:19 see stats
Log
Saving done.
Saving game...
The merchant carefully hands you: Hygadan
Saving done.
Saving game...
The merchant carefully hands you: dwarven lantern 'Gloomwind'
Saving done.
Saving game...
The merchant carefully hands you: Layedavea the dwarven lantern
Saving done.
Saving game...
The merchant carefully hands you: Shimmersnake
Saving done.
Saving game...
The merchant carefully hands you: Ce'Nebrewen
Saving done.
Saving game...
The merchant carefully hands you: Blazetrial
Saving done.
Atreecy wears (replacing Velarekira the Sunzeal): Blazetrial.
Atreecy deactivates Burning Wake.
Atreecy deactivates Arcane Power.
Atreecy deactivates Keen Senses.
Atreecy deactivates Chant of Fortress.
Atreecy deactivates Wildfire.
Atreecy deactivates Shielding.
Atreecy deactivates Stone Skin.
Atreecy deactivates Arcane Shield.
Atreecy deactivates Disruption Shield.