Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
Addons | Items Vault 1.2.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 32 / 13% |
Size | medium |
Lifes / Deaths | Killed by Islyriawe the Guardian at level 22 on the 51st Regrowth 124th year of Ascendancy at 16:10 5 / 1 |
Primary Stats
Strength | 68 (base 60) |
Dexterity | 15 (base 11) |
Constitution | 31 (base 25) |
Magic | 10 (base 10) |
Willpower | 63 (base 49) |
Cunning | 16 (base 10) |
Resources
Mana | 416/431 |
Psi | 153/153 |
Life | 808/808 |
Stamina | 326/326 |
Equilibrium | 65 |
Healing Factor | 2.43 |
Regeneration | 6.561 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 82 |
Accuracy | 30 |
Crit Chance | 17% |
APR | 31 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 40.833333333333 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 33.609796934172 (30%) |
Defense | 26.875 |
Ranged Defense | 31.875 |
Fatigue | 29 |
Physical Save | 35.325 |
Spell Save | 22.775 |
Mental Save | 12.65 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Bleed Resistance | 50% |
Instadeath Resistance | 100% |
Poison Resistance | 22% |
Disarm Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 455 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 13% for 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 magical, physical effects and reduce all damage taken by 18% for 6 turns. |
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 333 damage for 6 turns. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Effects
talent | Icy Skin |
talent | Elemental Harmony |
talent | Premonition |
talent | Chant of Fortress |
talent | Wild Growth |
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. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 170. | 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 precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed snow giant kidney. * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed hummerhorn wing. * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 sandworm tooth. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed mummified bone. * You've found the needed length of troll intestine. | 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 within20 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Frost Treads (1 def, 4 armour) =Cold,Nat_res,Str/Dex= Frost Treads (1 def, 4 armour) =Cold,Nat_res,Str/Dex=Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | 70 alchemist agate 70 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. |
Light source | Arith the Blazelord =Heal,Elec_pen/dmg= Arith the Blazelord =Heal,Elec_pen/dmg=Requires: - Level 15 Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +20% lightning Changes damage: +6% lightning Physical save: +8 Disarm immunity: +10% Light radius: +3 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
On head | grounding cashmere wizard hat of the mountain (+8%) (2 def, 0 armour) =Phys,Elec/Temp_res= grounding cashmere wizard hat of the mountain (+8%) (2 def, 0 armour) =Phys,Elec/Temp_res=Requires: - Level 15 Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +8% lightning / +7% temporal / +13% physical Changes damage: +13% physical A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
On hands | polar dwarven-steel gauntlets of sorrow (0 def, 2 armour) =Desecrate,Dmg,Cold= polar dwarven-steel gauntlets of sorrow (0 def, 2 armour) =Desecrate,Dmg,Cold=Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 13% chance to cause random insanity Damage (Melee): 8 cold / 10 darkness / 18 mind Changes resistances: +7% cold Changes damage: +5% cold Mental save: -15 Mindpower: +5 Activating this item is instant. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Tree of Life =Heal,Nat,Bl_r,Mpw,Con/Wil= Tree of Life =Heal,Nat,Bl_r,Mpw,Con/Wil=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | Ring of Growth =Heal,Nat,Phys_dmg,Str/Wil= Ring of Growth =Heal,Nat,Phys_dmg,Str/Wil=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 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. |
On fingers | treant's stralite ring of life =Heal,Blight/Nature_res= treant's stralite ring of life =Heal,Blight/Nature_res=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% nature / +10% blight Poison immunity: +22% Disease immunity: +17% Life regen: +0.60 Maximum life: +47.00 Healing mod.: +20% Rings can have magical properties. |
Around neck | grounding steel amulet of healing =Heals,Elec_res,St/Fr_res= grounding steel amulet of healing =Heals,Elec_res,St/Fr_res=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% lightning Cut immunity: +50% Stun/Freeze immunity: +28% Healing mod.: +16% 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 186 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | Wintertide (39-54.6 power, 10 apr) =Winter is coming= Wintertide (39-54.6 power, 10 apr) =Winter is coming=Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands, dealing cold damage to your enemies each turn and reducing their turn energy by 20%. Melee attacks will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% Storm Duration: None It can be used to intensify your winter storm creating unbreakable ice walls in each space, costing 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Around waist | Girdle of the Calm Waters =Heal,Bl/Cold/Nat_res,Wil= Girdle of the Calm Waters =Heal,Bl/Cold/Nat_res,Wil=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. |
In off hand | Viperclash (10 def, 2 armour, 47 dam, 139.5 block) =El/Nat/Ac/Bl_res,Dmg,Slow= Viperclash (10 def, 2 armour, 47 dam, 139.5 block) =El/Nat/Ac/Bl_res,Dmg,Slow=Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +140 Damage (Melee): +8 fire When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 12 fire Changes resistances: +18% acid / +13% blight / +19% nature / +19% lightning Talent granted: +4 Block Handheld deflection devices. |
Cloak | restorative cashmere cloak of fog (6 def, 0 armour) =Heal,Light/Fi/Nat/Bl_res= restorative cashmere cloak of fog (6 def, 0 armour) =Heal,Light/Fi/Nat/Bl_res=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +6 Changes resistances: +10% blight / +16% fire / +17% light / +14% nature Stealth bonus: +7 Life regen: +1.70 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | miasmic reinforced leather armour of the wind (13 def, 7 armour) =All_8%,Stam,APR,Nat/Ac_re= miasmic reinforced leather armour of the wind (13 def, 7 armour) =All_8%,Stam,APR,Nat/Ac_re=Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +21 Physical crit. chance: +5.0% Armour: +7 Defense: +13 Fatigue: +8% Damage (Melee): 5 acid Damage (Ranged): 5 acid Changes resistances: +10% acid / +14% nature Stamina each turn: +0.90 Chance to avoid any damage: +8% It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
Inventory
Giloregothel =Carry,Dmg= Giloregothel =Carry,Dmg=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Fatigue: -5% Damage when hit (Melee): 8 physical Maximum encumbrance: +30 Life regen: +1.50 Stamina each turn: +0.20 Amulets can have magical properties. |
Ragukor =Mind_res,Confu_res= Ragukor =Mind_res,Confu_res=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun / +1 Wil Changes resistances: +17% mind Changes damage: +3% mind Mental save: +10 Confusion immunity: +23% Hate when firing a critical mind attack: +3.00 Amulets can have magical properties. |
enraging stralite amulet of manastreaming =Phys_dmg,Speed,Mana,Mag= enraging stralite amulet of manastreaming =Phys_dmg,Speed,Mana,Mag=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 Changes stats: +3 Mag Changes damage: +7% physical Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +32.00 Combat speed: +10% Amulets can have magical properties. |
savior's stralite amulet of teleportation =Blink/res,Saves= savior's stralite amulet of teleportation =Blink/res,Saves=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +15 Spell save: +17 Mental save: +11 Teleport immunity: +50% It can be used to teleports you randomly (rad 39), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
stabilizing gold amulet of dexterity (+5) =Temp_res,Pin/KB_res,Dex= stabilizing gold amulet of dexterity (+5) =Temp_res,Pin/KB_res,Dex=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex Changes resistances: +10% temporal Pinning immunity: +32% Knockback immunity: +25% Amulets can have magical properties. |
starlit gold amulet of vision =SEE,Light_res,Bl_res= starlit gold amulet of vision =SEE,Light_res,Bl_res=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% light / +10% darkness Blindness immunity: +36% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
starlit gold amulet of willpower (+4) =Dark_res,Bl_res,Wil= starlit gold amulet of willpower (+4) =Dark_res,Bl_res,Wil=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +10% light / +18% darkness Blindness immunity: +22% Amulets can have magical properties. |
steel amulet 'Isseharalach' =vs.Mages= steel amulet 'Isseharalach' =vs.Mages=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Dex Changes resistances: +3% nature / +6% lightning Reduces incoming crit damage: 10.00% Amulets can have magical properties. This item has been sent to the Item's Vault. |
wanderer's gold amulet of vision =Stam/t,Dex/Cun/Con= wanderer's gold amulet of vision =Stam/t,Dex/Cun/Con=Requires: - Level 15 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +5 Dex / +5 Cun / +5 Con Blindness immunity: +13% Life regen: +0.60 Stamina each turn: +0.50 Infravision radius: +4 Sight radius: +2 See invisible: +5 Movement speed: +10% Amulets can have magical properties. This item has been sent to the Item's Vault. |
Unlightthorn the copper ring =Blight= Unlightthorn the copper ring =Blight=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +16% blight / +3% darkness Changes damage: +10% blight Rings can have magical properties. |
Vargh Redemption =Cold/Nat_res,Air,Con/Wil= Vargh Redemption =Cold/Nat_res,Air,Con/Wil=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
marksman's copper ring of frost (+22%) =Cold,Dex= marksman's copper ring of frost (+22%) =Cold,Dex=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
mule's steel ring of tenacity =Carry,Dis/Pin/KBack_res= mule's steel ring of tenacity =Carry,Dis/Pin/KBack_res=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +28 Disarm immunity: +26% Pinning immunity: +25% Knockback immunity: +26% Maximum life: +26.00 Rings can have magical properties. |
rogue's copper ring of light (+20%) =Light,Def= rogue's copper ring of light (+20%) =Light,Def=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
rogue's steel ring of light (+22%) =Light,Def= rogue's steel ring of light (+22%) =Light,Def=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
savior's copper ring of corrosion (+22%) =Acid= savior's copper ring of corrosion (+22%) =Acid=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Physical save: +7 Spell save: +6 Mental save: +7 Rings can have magical properties. |
sneakthief's gold ring of arcana(+0.15/turn) =MP5,Sil_res,Dex= sneakthief's gold ring of arcana(+0.15/turn) =MP5,Sil_res,Dex=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 Changes stats: +4 Cun / +6 Dex Silence immunity: +27% Mana each turn: +0.15 Rings can have magical properties. |
warrior's gold ring of fire (+28%) =Fire,Arm,Str= warrior's gold ring of fire (+28%) =Fire,Arm,Str=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +28% fire Changes damage: +14% fire Rings can have magical properties. |
warrior's steel ring of lightning (+24%) =Elec,Arm,Str= warrior's steel ring of lightning (+24%) =Elec,Arm,Str=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
wizard's steel ring of darkness (+22%) =Dark,Mag= wizard's steel ring of darkness (+22%) =Dark,Mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% darkness Changes damage: +11% darkness Spell save: +6 Rings can have magical properties. |
Arendur the Arcvenom (34.5-48.3 power, 5 apr) =Manaburn,Wound,Elec,APR= Arendur the Arcvenom (34.5-48.3 power, 5 apr) =Manaburn,Wound,Elec,APR=Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn On weapon crit: * wounds the target reducing their healing Damage (Melee): +12 lightning / +10 mind When wielded/worn: Armour penetration: +9 Physical crit. chance: +22.0% Physical power: +12 Changes resistances: +3% nature / +6% lightning Critical mult.: +15.00% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, long, and deadly. |
Staff of Absorption =SoA= Staff of Absorption =SoA=Requires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 Spellpower: +20 Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Mighty Girdle =Carry,KBack_res= Mighty Girdle =Carry,KBack_res=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Belaminn' =Dmg,HP,MPwr,Wil= hardened leather belt 'Belaminn' =Dmg,HP,MPwr,Wil=Requires: - Level 15 Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +2 Wil Maximum life: +37.00 Mindpower: +4 A belt that goes around your waist. This item has been sent to the Item's Vault. |
nightruned hardened leather belt of carrying =Dark/Light_res,Carry= nightruned hardened leather belt of carrying =Dark/Light_res,Carry=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +7% light / +8% darkness Maximum encumbrance: +28 A belt that goes around your waist. |
spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =Dark/Temp_res,Blink,Wil/M= spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) =Dark/Temp_res,Blink,Wil/M=Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Mag / +3 Wil Changes resistances: +22% darkness / +11% temporal Spell save: +7 Maximum mana: +47.00 Defense after a teleport: +17 Resist all after a teleport: +10% New effects duration reduction after a teleport: +15% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 10 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
thick cashmere cloak of implacability (2 def, 7 armour) =Cold_res,Arm,saves,Die-50= thick cashmere cloak of implacability (2 def, 7 armour) =Cold_res,Arm,saves,Die-50=Requires: - Level 15 Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 Changes resistances: +18% cold Physical save: +8 Mental save: +8 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
wyrmwaxed cashmere cloak of battle (2 def, 0 armour) =Elec/Acid_res= wyrmwaxed cashmere cloak of battle (2 def, 0 armour) =Elec/Acid_res=Requires: - Level 15 Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 Defense: +2 Fatigue: -3% Changes resistances: +6% acid / +6% fire / +6% lightning / +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Bethissra the Blindsear (0 def, 4 armour) Bethissra the Blindsear (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 12 light / 8 darkness Changes resistances: +8% lightning / +9% temporal / +6% darkness Changes resistances penetration: +5% light Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
Ulfymadas the pair of hardened leather boots (0 def, 5 armour) =Rush,Phys_pen,Sp.s,Wi/Con= Ulfymadas the pair of hardened leather boots (0 def, 5 armour) =Rush,Phys_pen,Sp.s,Wi/Con=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +4 Con / +4 Wil Changes resistances penetration: +7% physical Spell save: +25 Disease immunity: +15% Mindpower: +7 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Anydunarain the dwarven-steel gauntlets (0 def, 2 armour) =Light,Dmg,Str/Dex= Anydunarain the dwarven-steel gauntlets (0 def, 2 armour) =Light,Dmg,Str/Dex=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 Armour: +2 Damage (Melee): 15 light Changes stats: +4 Str / +2 Dex / +1 Wil Changes resistances: +19% light / +5% arcane Changes damage: +11% light Mental save: +10 Poison immunity: +5% Teleport immunity: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Wyrmbreath (0 def, 4 armour) =Fire,Dark/Nat_res,Wil= Wyrmbreath (0 def, 4 armour) =Fire,Dark/Nat_res,Wil=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: 2.6 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 186.67 fire damage over 3 turns. 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. |
radiant hardened leather gloves of dispersion (0 def, 2 armour) =Dis_Mag,Dmg= radiant hardened leather gloves of dispersion (0 def, 2 armour) =Dis_Mag,Dmg=Requires: - Level 15 Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 4 arcane / 13 light Changes stats: +3 Mag / +6 Wil Changes resistances: +5% arcane / +7% light Changes damage: +4% light It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
Nightschism the cashmere wizard hat (2 def, 0 armour) =Acid,Dark_res,Dmg,Dmg_red= Nightschism the cashmere wizard hat (2 def, 0 armour) =Acid,Dark_res,Dmg,Dmg_red=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +21% acid / +9% darkness Changes damage: +14% acid A pointy cloth hat, very wizardly... |
Samyyagantir the Murkidol (2 def, 0 armour) =Elec,Mind_res,Dmg_red= Samyyagantir the Murkidol (2 def, 0 armour) =Elec,Mind_res,Dmg_red=Requires: - Level 15 Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +24% lightning / +6% mind Changes damage: +16% lightning Disease immunity: +5% Disarm immunity: +10% Knockback immunity: +15% A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
augmenting linen wizard hat of light (+15%) (1 def, 0 armour) =Light,Elemental_Dmg= augmenting linen wizard hat of light (+15%) (1 def, 0 armour) =Light,Elemental_Dmg=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% light Changes damage: +3% acid / +10% light / +4% lightning / +4% fire / +5% arcane / +4% cold A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
cashmere wizard hat of fire (+24%) (2 def, 0 armour) =Fire= cashmere wizard hat of fire (+24%) (2 def, 0 armour) =Fire=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +24% fire Changes damage: +16% fire A pointy cloth hat, very wizardly... |
eldritch cashmere wizard hat of darkness (+18%) (2 def, 0 armour) =Dark,MP5= eldritch cashmere wizard hat of darkness (+18%) (2 def, 0 armour) =Dark,MP5=Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +18% darkness Changes damage: +12% darkness Mana each turn: +1.30 Mana when hit: +1.30 Maximum mana: +51.00 Spellpower: +5 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
grounding cashmere wizard hat of balance (2 def, 0 armour) =Eq/Psi_when_hit= grounding cashmere wizard hat of balance (2 def, 0 armour) =Eq/Psi_when_hit=Requires: - Level 15 Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +5% lightning / +7% temporal Equilibrium when hit: +1.50 Psi when hit: +1.20 Hate when hit: +1.00 A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
mindwoven cashmere wizard hat of frost (+18%) (2 def, 0 armour) =Cold= mindwoven cashmere wizard hat of frost (+18%) (2 def, 0 armour) =Cold=Requires: - Level 15 Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +18% cold Changes damage: +12% cold Psi each turn: +0.18 Mindpower: +3 Mental crit. chance: +4% A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
stabilizing hardened leather cap of the depths (0 def, 3 armour) =Waterbreathing= stabilizing hardened leather cap of the depths (0 def, 3 armour) =Waterbreathing=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +11% cold Allows you to breathe in: water Physical save: +13 A cap made of leather. |
Salissra the reinforced leather armour (4 def, 7 armour) =Temp_res,Dmg,Blink,Dex= Salissra the reinforced leather armour (4 def, 7 armour) =Temp_res,Dmg,Blink,Dex=Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Accuracy: +2 Armour: +7 Defense: +4 Fatigue: +8% Damage (Melee): 8 temporal Damage (Ranged): 8 temporal Changes stats: +1 Str / +3 Dex Changes resistances: +18% darkness / +25% temporal Changes resistances penetration: +10% physical Maximum encumbrance: +10 Only die when reaching: -20.00 life Defense after a teleport: +16 Resist all after a teleport: +14% New effects duration reduction after a teleport: +20% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A suit of armour made of leather. This item has been sent to the Item's Vault. |
prismatic reinforced leather armour of the void (4 def, 7 armour) =Dark/Light_res,Dmg,Blink= prismatic reinforced leather armour of the void (4 def, 7 armour) =Dark/Light_res,Dmg,Blink=Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Damage (Melee): 5 temporal Damage (Ranged): 7 temporal Changes resistances: +17% temporal / +34% darkness / +14% light Defense after a teleport: +16 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A suit of armour made of leather. |
Black Mesh (8 def, 2 armour, 33 dam, 101 block) =Dark_res,Stam/t,Pull= Black Mesh (8 def, 2 armour, 33 dam, 101 block) =Dark_res,Stam/t,Pull=Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.0 - 39.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +101 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block) =FIRE,Arm/Def,Dmg= Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block) =FIRE,Arm/Def,Dmg=Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +15 Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. This item has been sent to the Item's Vault. |
cosmic dwarven-steel shield of radiance (8 def, 2 armour, 28.5 dam, 81 block) =Light_res,Ret,Con= cosmic dwarven-steel shield of radiance (8 def, 2 armour, 28.5 dam, 81 block) =Light_res,Ret,Con=Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +81 Damage (Melee): +13 light Burst (radius 2) on crit: +15 light / +13 darkness When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Effects when hit in melee: * 15% chance to blind Changes stats: +3 Mag / +4 Con Changes resistances: +23% light / +6% darkness Talent granted: +3 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
stralite shield of earthen fury (10 def, 9 armour, 48 dam, 139.5 block) =Phys_res,Hrd,Arm+to_dmg= stralite shield of earthen fury (10 def, 9 armour, 48 dam, 139.5 block) =Phys_res,Hrd,Arm+to_dmg=Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +140 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +9 Armour Hardiness: +5% Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes resistances: +13% physical Talent granted: +4 Block Handheld deflection devices. |
dwarven-steel pickaxe of deeplife (dig speed 22 turns) =Dark_heal= dwarven-steel pickaxe of deeplife (dig speed 22 turns) =Dark_heal=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +7% darkness Damage affinity(heal): +15% darkness Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
alchemist's lamp 'Skygash' =Ar_res,Elec_dmg,HP,Dmg= alchemist's lamp 'Skygash' =Ar_res,Elec_dmg,HP,Dmg=Requires: - Level 15 Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning / 8 arcane Changes resistances: +5% arcane Changes damage: +9% lightning Maximum life: +52.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
scorching brass lantern of clarity =Truesight,Fire_res,Dmg= scorching brass lantern of clarity =Truesight,Fire_res,Dmg=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +6% fire Mental save: +6 Light radius: +2 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. This item has been sent to the Item's Vault. |
Prothotipe's Prismatic Eye =Golem's Eye= Prothotipe's Prismatic Eye =Golem's Eye=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb =Scry= Scrying Orb =Scry=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) =RoR= Rod of Recall (1/1) =RoR=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 =Transmog= Transmogrification Chest =Transmog=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. |
overpowered elven-wood wand of trap destruction [power 120] (25 cooldown) =Dis_Trap= overpowered elven-wood wand of trap destruction [power 120] (25 cooldown) =Dis_Trap=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to try to disarm traps in a line (disarm power 120), placing all other charms into a 25 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Ahrlw the Cornac Wyrmic level 30
78th Dusk 124th year of Ascendancy at 00:41 see stats
By Ahrlw the Cornac Wyrmic level 8
9th Dusk 122nd year of Ascendancy at 06:40 see stats
By Ahrlw the Cornac Wyrmic level 17
37th Dusk 123rd year of Ascendancy at 19:40 see stats
By Ahrlw the Cornac Wyrmic level 17
38th Dusk 123rd year of Ascendancy at 12:30 see stats
By Ahrlw the Cornac Wyrmic level 25
4th Dusk 124th year of Ascendancy at 04:54 see stats
By Ahrlw the Cornac Wyrmic level 15
17th Pyre 123rd year of Ascendancy at 00:47 see stats
By Ahrlw the Cornac Wyrmic level 10
64th Haze 122nd year of Ascendancy at 22:53 see stats
By Ahrlw the Cornac Wyrmic level 20
29th Haze 123rd year of Ascendancy at 12:23 see stats
By Ahrlw the Cornac Wyrmic level 30
78th Dusk 124th year of Ascendancy at 00:04 see stats
By Ahrlw the Cornac Wyrmic level 25
35th Pyre 124th year of Ascendancy at 11:55 see stats
By Ahrlw the Cornac Wyrmic level 21
49th Haze 123rd year of Ascendancy at 04:46 see stats
By Ahrlw the Cornac Wyrmic level 9
51st Dusk 122nd year of Ascendancy at 21:37 see stats
By Ahrlw the Cornac Wyrmic level 25
73rd Regrowth 124th year of Ascendancy at 00:01 see stats
By Ahrlw the Cornac Wyrmic level 21
49th Haze 123rd year of Ascendancy at 04:46 see stats
By Ahrlw the Cornac Wyrmic level 21
49th Haze 123rd year of Ascendancy at 04:46 see stats
By Ahrlw the Cornac Wyrmic level 25
24th Pyre 124th year of Ascendancy at 14:33 see stats
By Ahrlw the Cornac Wyrmic level 7
2nd Mirth 122nd year of Ascendancy at 08:56 see stats
By Ahrlw the Cornac Wyrmic level 17
37th Dusk 123rd year of Ascendancy at 19:15 see stats
By Ahrlw the Cornac Wyrmic level 21
49th Haze 123rd year of Ascendancy at 04:46 see stats
By Ahrlw the Cornac Wyrmic level 9
58th Dusk 122nd year of Ascendancy at 02:12 see stats
By Ahrlw the Cornac Wyrmic level 16
12nd Dusk 123rd year of Ascendancy at 11:40 see stats
By Ahrlw the Cornac Wyrmic level 32
9th Regrowth 125th year of Ascendancy at 04:11 see stats
By Ahrlw the Cornac Wyrmic level 18
43rd Dusk 123rd year of Ascendancy at 15:48 see stats
By Ahrlw the Cornac Wyrmic level 29
76th Dusk 124th year of Ascendancy at 10:44 see stats
Log
There is an item here: healing infusion of the duelist (heal 93)
There is an item here: movement infusion of the sneak (532% speed; 5 turns)
There is an item here: movement infusion of the sneak (445% speed; 5 turns)
There is an item here: regeneration infusion of the psychic (heal 274 over 5 turns)
There is an item here: movement infusion of the warrior (587% speed; 7 turns)
There is an item here: sun infusion of the psychic (rad 5; power 98; turns 3; dispells darkness)
There is an item here: insidious poison infusion (25 nature damage, 37% healing reduction)
There is an item here: wild infusion of the titan (resist 13%; cure mental, physical)
There is an item here: wild infusion of the psychic (resist 21%; cure physical)
There is an item here: wild infusion (resist 17%; cure physical)
There is an item here: regeneration infusion (heal 229 over 5 turns)
There is an item here: regeneration infusion of the duelist (heal 111 over 5 turns)
There is an item here: healing infusion of the warrior (heal 188)
There is an item here: healing infusion of the psychic (heal 188)
There is an item here: healing infusion of the warrior (heal 192)
There is an item here: heroism infusion (+6 for 9 turns, die at -308)
There is an item here: heroism infusion (+5 for 10 turns, die at -588)
There is an item here: heroism infusion of the sneak (+7 for 7 turns, die at -376)
There is an item here: heroism infusion of the duelist (+6 for 9 turns, die at -282)
There is an item here: heroism infusion of the warrior (+14 for 9 turns, die at -386)
There is an item here: heroism infusion of the warrior (+15 for 8 turns, die at -655)
There is an item here: arcane yew wand of conjuration [power 253] (10 cooldown)
There is an item here: yew wand of trap destruction [power 58] (15 cooldown)
There is an item here: arcane yew wand of conjuration [power 247] (10 cooldown)
There is an item here: Getyromithel the Blindspiker [power 385] (10 cooldown)
There is an item here: defiled ash wand of conjuration [power 151] (10 cooldown)
There is an item here: ash wand of trap destruction [power 39] (15 cooldown)
There is an item here: bright ash wand of trap destruction [power 42] (15 cooldown)
There is an item here: bright ash wand of conjuration [power 157] (10 cooldown)