Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Reaver |
Level / Exp | 23 / 21% |
Size | medium |
Lifes / Deaths | Killed by Velanne the temporal stalker at level 21 on the 5th Pyre 123rd year of Ascendancy at 23:50 0 / 6Killed by Maskabod's Inner Demon at level 22 on the 7th Pyre 123rd year of Ascendancy at 10:31 Killed by Arrauad the halfling at level 22 on the 7th Pyre 123rd year of Ascendancy at 10:53 Killed by fire drake at level 22 on the 15th Pyre 123rd year of Ascendancy at 13:03 Killed by war hound at level 23 on the 28th Pyre 123rd year of Ascendancy at 19:36 Killed by Betelrama the cold drake at level 23 on the 29th Pyre 123rd year of Ascendancy at 03:17 |
Primary Stats
Strength | 39 (base 38) |
Dexterity | 15 (base 11) |
Constitution | 31 (base 29) |
Magic | 48 (base 43) |
Willpower | 13 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | -172/566 |
Mana | 260/287 |
Vim | 99/145 |
Healing Factor | 1 |
Regeneration | 55.33 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -40% |
Spell | 0% |
Global | +128.24026912045% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 2 |
See Stealth | 18 |
See Invisible | 20 |
Offense: Mainhand
Damage | 29 |
Accuracy | 24 |
Crit Chance | 14% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 18 |
Accuracy | 24 |
Crit Chance | 14% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50.075639069307 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 20.95 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Blight | +33% |
Physical | +30% |
Cold | +11% |
All | +2% |
Lightning | +36% |
Light | +17% |
Arcane | +8% |
Fire | +11% |
Nature | +13% |
Offense: Damage Penetration
Blight | +5% |
Defense: Base
Armour (hardiness) | 23 (30%) |
Defense | 25.875 |
Ranged Defense | 25.875 |
Fatigue | 0 |
Physical Save | 33.691262426762 |
Spell Save | 8.232524853524 |
Mental Save | 21.316262426762 |
Defense: Resistances
Lightning | + 12%( 70%) |
Darkness | + 9%( 70%) |
Fire | + 10%( 70%) |
Blight | + 20%( 70%) |
Physical | + 14%( 70%) |
Cold | + 15%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 200 damage for 4 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 276 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 27% for 5 turns. |
Class Talents
Corruption / Scourge | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Generic Talents
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
talent | Willful Tormenter |
talent | Secrets of the Eternals |
talent | Overkill |
talent | Chant of Fortress |
talent | Bone Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | The target is in a magical frenzy, improving spellpower by 8. Bloodlust |
beneficial effect | Increases global action speed by 28%. Speed |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | A flow of life spins around the target, regenerating 55.08 life per turn. Regeneration |
detrimental effect | The target is off balance and is 13% more likely to be crit by the target that set it up. In addition all its saves are reduced by 13. Set Up |
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. | active |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade 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 successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)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 Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Constitution 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 Horned Horror. * 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 |
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: 2. | 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. | 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed snow giant kidney. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed red crystal shard. | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical 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: 5.0 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares away. This talent receives a reduced benefit from the Reach talent. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | Beradas the alchemist's lamp Beradas the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer is hit: 12 blight Changes resistances: +6% blight Changes damage: +9% blight Mental save: +8 Light radius: +3 See stealth: +8 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | stabilizing dwarven-steel helm of the depths (0 def, 4 armour) stabilizing dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +5% cold Allows you to breathe in: water Physical save: +13 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | spellstreaming iron gauntlets of the nighthunter (0 def, 1 armour) spellstreaming iron gauntlets of the nighthunter (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Changes stats: +1 Cun Changes resistances: +6% darkness Mana each turn: +0.10 Spellpower: +5 Spell crit. chance: +3% Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | dwarven-steel torque of psychoportation [power 34] (8/30 cooldown) dwarven-steel torque of psychoportation [power 34] (8/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 34), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | warrior's gold ring of blight (+12%) warrior's gold ring of blight (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +12% blight Changes damage: +12% blight Rings can have magical properties. |
On fingers | Liseriann LiseriannCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer is hit: 16 blight Changes resistances penetration: +5% blight Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +30% Maximum life: +20.00 Maximum mana: +40.00 Rings can have magical properties. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | short ash starstaff of illumination (15-18 power, 3 apr, light damage) short ash starstaff of illumination (15-18 power, 3 apr, light damage)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +5 Damage when the wearer hits(melee): 6 blinding light Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 102.12 light damage. Staves designed for wielders of magic, by the greats of the art. |
Around waist | insulating hardened leather belt of shielding insulating hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Changes resistances: +7% cold / +7% fire It can be used to create a temporary shield that absorbs 257 damage, placing all other charms into a 30 cooldown. A belt that goes around your waist. |
In off hand | short yew magestaff of illumination (20-24 power, 4 apr, lightning damage) short yew magestaff of illumination (20-24 power, 4 apr, lightning damage)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +6 Damage when the wearer hits(melee): 5 blinding light Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 75.83 light damage. Staves designed for wielders of magic, by the greats of the art. |
Cloak | Flashsweeper (9 def, 0 armour) Flashsweeper (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Damage when the wearer is hit: 8 lightning Changes resistances: +9% lightning Changes damage: +3% lightning Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | silk robe 'Goba' (6 def, 3 armour) silk robe 'Goba' (6 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +6 Fatigue: -6% Changes damage: +28% physical / +6% arcane / +9% fire / +9% cold / +11% lightning / +7% acid / +11% nature / +10% blight Physical save: +17 Mental save: +19 Spellpower: +14 Mindpower: +3 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion (603% speed; 4 turns) movement infusion (603% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 603% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (653% speed; 5 turns) movement infusion of the titan (653% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 653% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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. |
movement infusion of the wizard (660% speed; 5 turns) movement infusion of the wizard (660% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 660% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. 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. |
regeneration infusion (heal 201 over 5 turns) regeneration infusion (heal 201 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 201 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 250 over 5 turns) regeneration infusion of the warrior (heal 250 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (202.00 temporal damage, removed from time 4 turns) Rune of the Rift (202.00 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: 4.0 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 206.04 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (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. |
heat beam rune of the titan (160 fire damage) heat beam rune of the titan (160 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5.0 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 159.62 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 10 for 4 turns) invisibility rune of the psychic (power 10 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 10) for 4 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 7; power 18; dur 4) phase door rune (range 7; power 18; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. 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. |
phase door rune (range 5; power 15; dur 4) phase door rune (range 5; power 15; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
phase door rune of the titan (range 9; power 26; dur 4) phase door rune of the titan (range 9; power 26; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 21) teleportation rune (range 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 21 with a minimum range of 15. 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. |
teleportation rune of the duelist (range 37) teleportation rune of the duelist (range 37)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 37 with a minimum range of 15. 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 ability. |
teleportation rune of the duelist (range 46) teleportation rune of the duelist (range 46)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. 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 ability. |
clarifying gold amulet of willpower (+4) clarifying gold amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% mind Confusion immunity: +29% Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
gold amulet 'Betyba' gold amulet 'Betyba'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% lightning / +6% blight Changes resistances penetration: +15% mind Stun/Freeze immunity: +32% Amulets can have magical properties. |
insulating copper amulet of dexterity (+3) insulating copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% cold / +10% fire Amulets can have magical properties. |
restful gold amulet of healing restful gold amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Cut immunity: +40% Life regen: +1.60 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 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 127 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
savior's gold amulet savior's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +13 Spell save: +13 Mental save: +13 Amulets can have magical properties. |
Emadheth the gold ring Emadheth the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% nature / +6% cold / +6% temporal Spell save: +15 Maximum stamina: +15.00 Rings can have magical properties. |
Guwe the gold ring Guwe the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +3% physical Maximum encumbrance: +20 Mental save: +11 Confusion immunity: +25% Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused 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 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring of corrosion (+20%) copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
zircon ring zircon ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +1 Changes resistances: +1% all Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. blighted ash starstaff of wizardry (15-18 power, 3 apr, darkness damage)blighted ash starstaff of wizardry (15-18 power, 3 apr, darkness damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil / +3 Mag Damage when the wearer hits(melee): 5 infective blight Changes damage: +15% darkness Talent granted: +1 Command Staff Vim when firing critical spell: +2.00 Maximum mana: +19.00 Maximum vim: +20.00 Spellpower: +9 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
short ash magestaff of illumination (15-18 power, 3 apr, arcane damage) short ash magestaff of illumination (15-18 power, 3 apr, arcane damage)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 Damage when the wearer hits(melee): 5 blinding light Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 102.12 light damage. Staves designed for wielders of magic, by the greats of the art. |
short yew magestaff of might (20-24 power, 4 apr, arcane damage) short yew magestaff of might (20-24 power, 4 apr, arcane damage)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Bloompierce the dwarven-steel waraxe (28-39.2 power, 4 apr) Bloompierce the dwarven-steel waraxe (28-39.2 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +4 acid / +20 insidious poison When wielded/worn: Damage when the wearer is hit: 4 nature Changes damage: +6% nature One-handed war axes. |
Voidwinter VoidwinterCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +12.0% Physical power: +4 Changes stats: +4 Cun / +4 Dex Damage when the wearer hits(melee): 2 darkness Changes resistances: +12% darkness Changes damage: +3% light Critical mult.: +8.00% Physical save: +7 Mindpower: +5 Mental crit. chance: +7% Light radius: +2 A belt that goes around your waist. |
Duvileg the Deepstide (2 def, 7 armour) Duvileg the Deepstide (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Damage when the wearer hits(melee): 2 arcane Changes resistances: +17% cold Changes resistances penetration: +5% arcane Changes damage: +6% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of mindcraft (2 def, 0 armour) spellcowled cashmere cloak of mindcraft (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Mag / +5 Wil / +4 Cun Spell save: +5 Maximum mana: +55.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. traveler's pair of hardened leather boots of uncanny dodging (4 def, 3 armour)traveler's pair of hardened leather boots of uncanny dodging (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 Ranged Defense: +4 Fatigue: -3% Maximum encumbrance: +27 Physical save: +7 A pair of boots made of leather. |
hardened leather gloves 'Drylach' (0 def, 2 armour) hardened leather gloves 'Drylach' (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when the wearer hits(melee): 8 lightning Changes resistances: +8% lightning / +3% light Changes damage: +5% lightning Poison immunity: +25% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat 'Velyba' (2 def, 0 armour) cashmere wizard hat 'Velyba' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +7% physical / +6% mind / +10% darkness / +3% temporal Changes resistances penetration: +5% mind Changes damage: +11% physical / +11% darkness / +9% mind Maximum hate: +7.00 Mindpower: +7 Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
grounding linen wizard hat of fire (+15%) (1 def, 0 armour) grounding linen wizard hat of fire (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +6% temporal / +6% lightning / +15% fire Changes damage: +10% fire A pointy cloth hat, very wizardly... |
grounding linen wizard hat of lightning (+21%) (1 def, 0 armour) grounding linen wizard hat of lightning (+21%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +21% lightning / +6% temporal Changes damage: +10% lightning A pointy cloth hat, very wizardly... |
stabilizing hardened leather cap of constitution (+3) (0 def, 3 armour) stabilizing hardened leather cap of constitution (+3) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Con Physical save: +12 A cap made of leather. |
troll-hide hardened leather armour of the sky (6 def, 6 armour) troll-hide hardened leather armour of the sky (6 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +6 Ranged Defense: +4 Fatigue: +8% Changes stats: +4 Dex Changes resistances: +13% lightning / +10% cold Life regen: +5.70 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hateful quiver of yew arrows of psychokinesis (13/13, 33.5-46.9 power, 10 apr)hateful quiver of yew arrows of psychokinesis (13/13, 33.5-46.9 power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 13 Special effect when this weapon hits: 10% chance to knock the target back Damage when this weapon hits(ranged): +8 physical / +7 darkness Damage against: +7% Humanoid Arrows are used with bows to pierce your foes to death. |
62 alchemist agate 62 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Radhadrador RadhadradorCrafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Cun Disarm immunity: +10% Spell crit. chance: +2% Light radius: +0 Infravision radius: +5 New effects duration reduction after a teleport: +30% A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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% Gems can be sold for money or used in arcane rituals. |
useless but awesome rock useless but awesome rockInfused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to do something awesome, costing 10 power out of 10/10. Awesome rock!!! |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
dwarven-steel torque of psychoportation [power 34] (8/30 cooldown) dwarven-steel torque of psychoportation [power 34] (8/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 34), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel torque of psychoportation [power 38] (8/30 cooldown)hateful dwarven-steel torque of psychoportation [power 38] (8/30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 38), placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 47] (8/20 cooldown) steel torque of kinetic psionic shield [power 47] (8/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical and acid damage by 47 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 47] (8/20 cooldown) steel torque of kinetic psionic shield [power 47] (8/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical and acid damage by 47 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 137] (8/6 cooldown) steel torque of mindblast [power 137] (8/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a beam (dam 68-137), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 137] (8/6 cooldown) steel torque of mindblast [power 137] (8/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a beam (dam 68-137), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of kinetic psionic shield [power 61] (8/28 cooldown) supercharged steel torque of kinetic psionic shield [power 61] (8/28 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical and acid damage by 61 for 6 turns, placing all other charms into a 28 cooldown. Torques are made by powerful psionics to store psionic powers. |
ash totem of cure illness [power 2] (8/20 cooldown) ash totem of cure illness [power 2] (8/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
elm totem of cure poisons 'Areldil' [power 1] (8/20 cooldown) elm totem of cure poisons 'Areldil' [power 1] (8/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Cun It can be used to remove up to 1 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
forceful ash totem of thorny skin [power 26] (8/20 cooldown) forceful ash totem of thorny skin [power 26] (8/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 6 turns increasing armour by 26 and armour hardiness by 40%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
amethyst 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% Gems can be sold for money or used in arcane rituals. |
bright ash wand of detection [power 7] (8/15 cooldown) bright ash wand of detection [power 7] (8/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to detect the presence of creatures around you (rad 7), placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
shadowy ash wand of trap destruction [power 38] (8/15 cooldown) shadowy ash wand of trap destruction [power 38] (8/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to try to disarm traps in a line (disarm power 38), placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void ash wand of trap destruction [power 36] (8/15 cooldown) void ash wand of trap destruction [power 36] (8/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +1 Void Blast It can be used to try to disarm traps in a line (disarm power 36), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By Maskabod the Shalore Reaver level 19
11st Regrowth 123rd year of Ascendancy at 03:15 see stats
By Maskabod the Shalore Reaver level 20
27th Regrowth 123rd year of Ascendancy at 07:41 see stats
By Maskabod the Shalore Reaver level 16
23rd Haze 122nd year of Ascendancy at 18:13 see stats
By Maskabod the Shalore Reaver level 21
67th Regrowth 123rd year of Ascendancy at 21:19 see stats
By Maskabod the Shalore Reaver level 17
56th Haze 122nd year of Ascendancy at 16:47 see stats
By Maskabod the Shalore Reaver level 10
3rd Summertide 122nd year of Ascendancy at 07:59 see stats
By Maskabod the Shalore Reaver level 20
16th Regrowth 123rd year of Ascendancy at 20:41 see stats
By Maskabod the Shalore Reaver level 13
65th Dusk 122nd year of Ascendancy at 09:50 see stats
By Maskabod the Shalore Reaver level 17
71st Haze 122nd year of Ascendancy at 15:11 see stats
By Maskabod the Shalore Reaver level 11
8th Flare 122nd year of Ascendancy at 13:45 see stats
By Maskabod the Shalore Reaver level 10
7th Flare 122nd year of Ascendancy at 08:20 see stats
By Maskabod the Shalore Reaver level 20
64th Regrowth 123rd year of Ascendancy at 04:41 see stats
Log
Betelrama the cold drake uses Dirty Fighting.
Maskabod hits Betelrama the cold drake for 3 lightning, 11 blight, 2 light (17 total damage).
Betelrama the cold drake hits Maskabod for 62 physical damage.
Epidemic from Maskabod hits Betelrama the cold drake for 10 blight damage.
Decrepitude Disease from Maskabod hits Betelrama the cold drake for 21 blight damage.
Xeralemira the cold drake hatchling's light area effect hits Maskabod for 15 light damage.
Epidemic from Maskabod hits Xeralemira the cold drake hatchling for 9 blight damage.
Decrepitude Disease from Maskabod hits Xeralemira the cold drake hatchling for 19 blight damage.
Maskabod casts Channel Staff.
Maskabod misses Betelrama the cold drake.
Maskabod misses Betelrama the cold drake.
Maskabod's Channel Staff hits Betelrama the cold drake for 8 light damage.
Xeralemira the cold drake hatchling deactivates Chant of Resistance.
Chant of Resistance has been disrupted by anti-magic forces!
Betelrama the cold drake breathes ice!
Betelrama the cold drake's mind surges with critical power!
Betelrama the cold drake hits Maskabod for 222 cold damage.
Maskabod uses Infusion: Regeneration.
Maskabod starts regenerating health quickly.
Epidemic from Maskabod hits Betelrama the cold drake for 10 blight damage.
Decrepitude Disease from Maskabod hits Betelrama the cold drake for 21 blight damage.
Epidemic from Maskabod hits Xeralemira the cold drake hatchling for 9 blight damage.
Decrepitude Disease from Maskabod hits Xeralemira the cold drake hatchling for 19 blight damage.
Xeralemira the cold drake hatchling casts Healing Light.
Xeralemira the cold drake hatchling receives 74 healing.
Betelrama the cold drake uses Ice Claw.
Betelrama the cold drake performs a melee critical strike against Maskabod!
Saving game...