Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Halfling |
Class | Oozemancer |
Level / Exp | 39 / 9% |
Size | small |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 28 (base 22) |
Dexterity | 33 (base 25) |
Constitution | 30 (base 16) |
Magic | 19 (base 10) |
Willpower | 140.16048648911 (base 60) |
Cunning | 115.08915916061 (base 60) |
Resources
Life | 1295/1295 |
Equilibrium | 61 |
Psi | 217/272 |
Healing Factor | 1.8292147729955 |
Regeneration | 42.150990369185 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 81.318517728548 |
See Invisible | 81.318517728548 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 144 |
Accuracy | 64 |
Crit Chance | 38% |
APR | 92 |
Speed | 1.00 |
Offense: Offhand
Damage | 135 |
Accuracy | 64 |
Crit Chance | 38% |
APR | 75 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 102 |
Crit Chance | 82% |
Speed | 1 |
Offense: Damage Bonus
Acid | +51% |
Nature | +136% |
Mind | +18% |
Lightning | +17% |
Fire | +14% |
All | +2% |
Offense: Damage Penetration
Darkness | +25% |
Lightning | +19% |
Acid | +14% |
Arcane | +10% |
Fire | +15% |
Nature | +50% |
Defense: Base
Armour (hardiness) | 17 (48.304188961773%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 70 |
Mental Save | 62 |
Defense: Resistances
Acid | + 72%( 74%) |
Blight | + 33%( 74%) |
Arcane | + 55%( 74%) |
Cold | + 29%( 74%) |
All | + 16%( 74%) |
Lightning | + 25%( 74%) |
Mind | + 34%( 74%) |
Fire | + 24%( 74%) |
Nature | + 74%( 74%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 75% |
Poison Resistance | 95% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 585 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 341 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Wild-gift / Corrosive blades | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Moss | 1.70 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Wild-gift / Eyal's fury | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Wild-gift / Slime | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.55 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.40 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Psiblades |
talent | Acidic Skin |
talent | Mitosis |
talent | Antimagic Shield |
Quests
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 |
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 lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved physical save by +12. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Heart of the Gloom. Escort: temporal explorer (level 2 of Heart of the Gloom)As a reward you improved talent Sleep (+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 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 fire dragon that dwelled there. | done |
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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 44. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 greater demon bile. * You've found the needed bloated horror heart. * You've found the needed snow giant kidney. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. * You've found the needed wretchling eyeball. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed skeleton mage skull. * You've found the needed ritch stinger. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vampire lord fang. * You've found the needed ice ant stinger. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 | Infernospawn the pair of dwarven-steel boots (0 def, 4 armour) =BiS= Infernospawn the pair of dwarven-steel boots (0 def, 4 armour) =BiS=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 6 fire Changes stats: +11 Cun / +10 Wil Physical save: +9 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +10 (+3 eff.) Psi when hit: +0.24 Mindpower: +30 (+5 eff.) 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. |
Quiver | Blizzardschism the pouch of steel shots (20/20, 132% power, 2 apr) Blizzardschism the pouch of steel shots (20/20, 132% power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 132% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 Damage Shield penetration (this weapon only): +30% Damage (Ranged): +20 arcane / +12 cold Damage (radius 1) on hit: +12 cold Damage (radius 2) on crit: +8 cold Shots are used with slings to pummel your foes to death. This object's appearance was changed to Iron Throne Couture: Gembag. |
Light source | dwarven lantern 'Muckknight' =BIS= dwarven lantern 'Muckknight' =BIS=Requires: - Level 35 Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 80% Changes resistances: +18% acid Changes damage: +6% acid / +6% nature Physical save: +12 (+4 eff.) Spell save: +15 (+4 eff.) Poison immunity: +20% Maximum life: +100.00 Light radius: +5 Healing mod.: +27% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
On head | Eye of the Forest (8 def, 0 armour) =BIS Nature dmg/Moss= Eye of the Forest (8 def, 0 armour) =BIS Nature dmg/Moss=Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 26 power out of 35/35) : Effective talent level: 4.9 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 12. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. This item has been sent to the Item's Vault. |
On hands | Spellhunt Remnants (6 def, 8 armour) =BIS= Spellhunt Remnants (6 def, 8 armour) =BIS=Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 206.04 arcane damage and stunned) Activation costs 73 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | Tree of Life =BIS Healmod= Tree of Life =BIS Healmod=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 (+1 eff.) 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 by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 8 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | Brightravage =BIS= Brightravage =BIS=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +28% nature / +9% fire Changes resistances penetration: +15% fire Changes damage: +14% nature Mental save: +9 (+2 eff.) Equilibrium when hit: +0.08 Maximum hate: +10.00 Mindpower: +20 (+4 eff.) Rings make your fingers look great! |
On fingers | solipsist's voratun ring of nature (+38%) =BIS= solipsist's voratun ring of nature (+38%) =BIS=Requires: - Level 35 Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +7 Wil Changes resistances: +38% nature Changes damage: +19% nature Mindpower: +12 (+2 eff.) Rings make your fingers look great! This item has been sent to the Item's Vault. |
Around neck | protective stralite amulet of mastery (0.25 Wild-gift / Ooze) =BIS Defensive= protective stralite amulet of mastery (0.25 Wild-gift / Ooze) =BIS Defensive=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Changes resistances cap: +4% all Talent mastery: +0.25 Wild-gift / Ooze Physical save: +17 (+6 eff.) Amulets make your neck look great! |
In main hand | Yaruromidor (113% power, 85 apr, nature damage) =BIS, I think= Yaruromidor (113% power, 85 apr, nature damage) =BIS, I think=Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 101% Wil, 61% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +85 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 lightning Changes stats: +6 Str / +5 Dex / +9 Mag / +18 Wil / +10 Cun / +4 Con Changes resistances: +10% lightning / +21% mind Changes resistances penetration: +19% lightning / +10% arcane Changes damage: +16% mind / +15% lightning Talent granted: +1 Attune Mindstar Spell save: +9 (+3 eff.) Mental save: +9 (+2 eff.) Psi each turn: +1.10 Psi when firing a critical mind attack: +3.00 Maximum psi: +42.00 Spellpower: +10 (+2 eff.) Mindpower: +28 (+5 eff.) Mental crit. chance: +9% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Rope Belt of the Thaloren =BIS Mindpower/MindCrit= Rope Belt of the Thaloren =BIS Mindpower/MindCrit=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+3 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | Ebonyguile (105% power, 68 apr, nature damage) =BIS= Ebonyguile (105% power, 68 apr, nature damage) =BIS=Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 101% Wil, 61% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +68 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 darkness / +16 acid When wielded/worn: Damage (Melee): 16 acid Damage when hit (Melee): 4 acid Changes resistances: +13% acid Changes resistances penetration: +14% acid / +25% darkness Changes damage: +43% acid Talent granted: +1 Attune Mindstar Life regen: +5.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. This item has been sent to the Item's Vault. |
Cloak | Emelulraba the Flashkiller (10 def, 0 armour) =BIS Mindpower= Emelulraba the Flashkiller (10 def, 0 armour) =BIS Mindpower=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Cun / +2 Wil Changes resistances: +15% cold Changes damage: +12% fire Physical save: +8 (+3 eff.) Mindpower: +20 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Destala's Scales. |
Main armor | Evermoss Robe (12 def, 0 armour) =BIS Healmod/Moss/Mindpowr= Evermoss Robe (12 def, 0 armour) =BIS Healmod/Moss/Mindpowr=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. This object's appearance was changed to Mankini. |
Inventory
gold amulet 'Xanuma' =BIS Immunities= gold amulet 'Xanuma' =BIS Immunities=Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% fire / +13% blight / +3% cold / +6% mind / +16% nature Poison immunity: +26% Disease immunity: +26% Confusion immunity: +20% Stun/Freeze immunity: +20% Amulets make your neck look great! |
grounding steel amulet of healing =Healing= grounding steel amulet of healing =Healing=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning Cut immunity: +50% Stun/Freeze immunity: +25% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 2.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 535 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
restful copper amulet of strength (+3) =STR= restful copper amulet of strength (+3) =STR=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Life regen: +2.00 Amulets make your neck look great! |
Malogathel the Unlightguile =Crit Shrug Off, MAG/STR= Malogathel the Unlightguile =Crit Shrug Off, MAG/STR=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Str / +9 Mag Changes resistances: +6% darkness Changes resistances penetration: +20% acid Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +34% Life regen: +4.00 Rings make your fingers look great! |
Nimbusborn the gold ring =STR/CON= Nimbusborn the gold ring =STR/CON=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Damage when hit (Melee): 6 cold Changes stats: +8 Str / +7 Con Changes resistances: +24% lightning / +15% darkness Changes resistances penetration: +20% nature / +20% cold Changes damage: +6% lightning / +6% nature Rings make your fingers look great! |
gladiator's gold ring of pilfering =STR/CON= gladiator's gold ring of pilfering =STR/CON=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Physical power: +11 (+4 eff.) Defense: +12 (+4 eff.) Changes stats: +6 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's steel ring of tenacity =DEX= marksman's steel ring of tenacity =DEX=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +22% Maximum life: +20.00 Rings make your fingers look great! |
mule's copper ring =+carry= mule's copper ring =+carry=Requires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Rings make your fingers look great! This item has been sent to the Item's Vault. |
mule's gold ring of misery =+carry= mule's gold ring of misery =+carry=Requires: - Level 15 Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce all saves and defense by 50 Damage (Melee): 16 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 50 Damage (Ranged): 11 physical Changes stats: +3 Cun Maximum encumbrance: +24 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 5.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! This item has been sent to the Item's Vault. |
enhanced steel dagger of enduring (108% power, 6 apr) =CON/DEX/STR= enhanced steel dagger of enduring (108% power, 6 apr) =CON/DEX/STR=Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 108% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +5 Dex / +4 Mag / +11 Wil / +5 Cun / +11 Con Maximum life: +26.00 Sharp, short and deadly. |
Oozing Heart (115% power, 25 apr, nature slow damage) =test= Oozing Heart (115% power, 25 apr, nature slow damage) =test=Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+4 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 15 power out of 20/20) : Effective talent level: 3.5 Power cost: 15 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 186.75 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. This item has been sent to the Item's Vault. |
monstrous drakeskin leather belt of resilience =STR/CON= monstrous drakeskin leather belt of resilience =STR/CON=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+4 eff.) Changes stats: +4 Str / +4 Con Physical save: +10 (+3 eff.) Maximum life: +48.00 Size category: +1 A belt that goes around your waist. |
noble's hardened leather belt of burglary =BIS Trap Disarm, LCK/DEX= noble's hardened leather belt of burglary =BIS Trap Disarm, LCK/DEX=Requires: - Level 15 Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +5 Wil / +9 Cun / +6 Lck Damage against: +18% Summoned Reduced damage from: +20% Summoned Trap disarming bonus: +10 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. This item has been sent to the Item's Vault. |
Dagebar (1 def, 0 armour) =STR/CON= Dagebar (1 def, 0 armour) =STR/CON=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +20 (+10 eff.) Defense: +1 (+1 eff.) Changes stats: +3 Str / +1 Con Changes resistances: +3% blight / +3% fire Changes resistances penetration: +10% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Destala's Scales (10 def, 0 armour) =test= Destala's Scales (10 def, 0 armour) =test=Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 15 power out of 20/20) : Effective talent level: 3.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 52% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. This item has been sent to the Item's Vault. |
Splendourstreak the cashmere cloak (12 def, 0 armour) =test= Splendourstreak the cashmere cloak (12 def, 0 armour) =test=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +9% mind / +6% cold Physical save: +9 (+3 eff.) Blindness immunity: +20% Poison immunity: +10% Teleport immunity: +10% Mental crit. chance: +7% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Furnacewreck the cashmere robe (0 def, 0 armour) =STR/DEX= Furnacewreck the cashmere robe (0 def, 0 armour) =STR/DEX=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +12 Str / +5 Dex / +7 Mag / +13 Wil Changes resistances: +11% lightning / +11% cold / +12% fire / +11% all Changes damage: +16% lightning / +14% physical / +9% temporal / +20% cold Infravision radius: +2 See invisible: +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) =BIS AC/Hard= Spider-Silk Robe of Spydrë (10 def, 15 armour) =BIS AC/Hard=Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. This item has been sent to the Item's Vault. This object's appearance was changed to Pyro: Cloth Armour 7. |
Eden's Guile (2 def, 1 armour) =Speed= Eden's Guile (2 def, 1 armour) =Speed=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 37 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. This object's appearance was changed to Iron Throne Couture: Norgan's Boots. |
Voralaith the pair of rough leather boots (0 def, 7 armour) =LCK/DEX/MAG= Voralaith the pair of rough leather boots (0 def, 7 armour) =LCK/DEX/MAG=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Changes stats: +4 Dex / +2 Mag / +7 Lck Changes resistances: +3% mind / +6% acid Changes resistances penetration: +5% blight Stealth bonus: +6 Mental save: +3 (+1 eff.) A pair of boots made of leather. |
pair of hardened leather boots 'Korerig' (5 def, 3 armour) =STR/CON= pair of hardened leather boots 'Korerig' (5 def, 3 armour) =STR/CON=Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: -6% Changes stats: +6 Str / +5 Con Changes resistances: +10% cold / +8% fire / +2% physical Changes damage: +7% physical Mental save: +9 (+2 eff.) Stamina each turn: +0.40 Maximum life: +32.00 Movement speed: +10% Size category: +1 A pair of boots made of leather. |
traveler's pair of iron boots (0 def, 3 armour) =+carry= traveler's pair of iron boots (0 def, 3 armour) =+carry=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +23 Physical save: +5 (+2 eff.) 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. |
brawler's drakeskin leather gloves of dexterity (+3) (0 def, 3 armour) =DEX/STR= brawler's drakeskin leather gloves of dexterity (+3) (0 def, 3 armour) =DEX/STR=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+8 eff.) Armour: +3 Changes stats: +3 Str / +7 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's drakeskin leather gloves of war-making (0 def, 3 armour) =test= naturalist's drakeskin leather gloves of war-making (0 def, 3 armour) =test=Requires: - Level 25 Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +14.0% Armour: +3 Damage (Melee): 9 nature Changes resistances: +7% nature Changes damage: +7% nature Critical mult.: +8.00% Spell crit. chance: +6% Mental crit. chance: +12% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
Bestir (2 def, 0 armour) =test= Bestir (2 def, 0 armour) =test=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +8 Dex / +5 Wil / +6 Cun Changes resistances: +9% darkness Changes resistances penetration: +10% mind Critical mult.: +10.00% Mental save: +22 (+6 eff.) Disarm immunity: +20% Maximum life: +80.00 Mental crit. chance: +7% Light radius: +2 It can be used to activate talent Hateful Whisper, placing all other charms into a 11 cooldown : Effective talent level: 5.5 Power cost: 11 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 475 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... This object's appearance was changed to rough leather cap. |
Bleakusher the cashmere wizard hat (2 def, 0 armour) =potential BIS; test= Bleakusher the cashmere wizard hat (2 def, 0 armour) =potential BIS; test=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 40% Changes resistances: +22% acid Changes resistances penetration: +25% darkness / +25% acid Changes damage: +45% acid / +9% light A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (2 def, 0 armour) =test= Malslek the Accursed's Hat (2 def, 0 armour) =test=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
The Face of Fear (8 def, 0 armour) =test= The Face of Fear (8 def, 0 armour) =test=Requires: - Level 15 Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) It can be used to activate talent Instill Fear (costing 13 power out of 45/45) : Effective talent level: 3.5 Power cost: 13 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 44.84 mind and 38.76 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 40% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 40. Terrified: Deals 11.21 mind and 9.69 darkness damage per turn and increases cooldowns by 60%. Haunted: Causes the target to suffer 17.52 mind and 15.14 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. This item has been sent to the Item's Vault. This object's appearance was changed to Eye of the Forest. |
Xanoralle the dwarven-steel helm (0 def, 4 armour) =STR= Xanoralle the dwarven-steel helm (0 def, 4 armour) =STR=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+4 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to reduce all saves and defense by 50 * 20% chance to reduce strength, dexterity, and constitution by 7 Changes stats: +8 Str / +1 Dex / +6 Wil Changes resistances: +12% physical Changes resistances penetration: +5% blight Changes damage: +9% blight Critical mult.: +20.00% Physical save: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap of the depths (0 def, 3 armour) =Waterbreathing= hardened leather cap of the depths (0 def, 3 armour) =Waterbreathing=Requires: - Level 15 Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +13% cold Allows you to breathe in: water A cap made of leather. This item has been sent to the Item's Vault. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of predation (dig speed 22 turns) =Dig, STR/DEX= dwarven-steel pickaxe of predation (dig speed 22 turns) =Dig, STR/DEX=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +2 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang =Canine telepathy, AP= Rungof's Fang =Canine telepathy, AP=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle" =DOOM!= Forbidden Tome: "The Illusory Castle" =DOOM!=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh =If Heart of Poosh =If |
Offalvein the alchemist's lamp =test= Offalvein the alchemist's lamp =test=Requires: - Level 15 Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 40% Changes resistances penetration: +20% nature Changes damage: +30% nature / +6% acid Mental save: +10 (+3 eff.) Light radius: +4 See stealth: +14 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
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. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 146 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
evasive dwarven-steel torque of psionic shield [power 87] (19 cooldown) =BIS PsiShield= evasive dwarven-steel torque of psionic shield [power 87] (19 cooldown) =BIS PsiShield=Requires: - Level 15 Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 87 for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. |
focusing elven-wood totem of healing [power 386] (11 cooldown) =AoE Heal= focusing elven-wood totem of healing [power 386] (11 cooldown) =AoE Heal=Requires: - Level 25 Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 11 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. This item has been sent to the Item's Vault. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 22 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Genna Heaven the Halfling Oozemancer level 16
16th Regrowth 123rd year of Ascendancy at 08:43 see stats
By Genna Heaven the Halfling Oozemancer level 37
61st Pyre 124th year of Ascendancy at 03:31 see stats
By Genna Heaven the Halfling Oozemancer level 29
6th Regrowth 124th year of Ascendancy at 05:15 see stats
By Genna Heaven the Halfling Oozemancer level 12
51st Haze 122nd year of Ascendancy at 01:07 see stats
By Genna Heaven the Halfling Oozemancer level 28
75th Haze 123rd year of Ascendancy at 08:35 see stats
By Genna Heaven the Halfling Oozemancer level 37
62nd Pyre 124th year of Ascendancy at 11:44 see stats
By Genna Heaven the Halfling Oozemancer level 37
62nd Pyre 124th year of Ascendancy at 19:54 see stats
By Genna Heaven the Halfling Oozemancer level 19
77th Regrowth 123rd year of Ascendancy at 08:27 see stats
By Genna Heaven the Halfling Oozemancer level 21
8th Pyre 123rd year of Ascendancy at 08:37 see stats
By Genna Heaven the Halfling Oozemancer level 23
35th Pyre 123rd year of Ascendancy at 23:58 see stats
By Genna Heaven the Halfling Oozemancer level 10
4th Dusk 122nd year of Ascendancy at 07:13 see stats
By Genna Heaven the Halfling Oozemancer level 20
79th Regrowth 123rd year of Ascendancy at 03:32 see stats
By Genna Heaven the Halfling Oozemancer level 30
23rd Regrowth 124th year of Ascendancy at 07:28 see stats
By Genna Heaven the Halfling Oozemancer level 21
4th Pyre 123rd year of Ascendancy at 12:53 see stats
By Genna Heaven the Halfling Oozemancer level 27
36th Dusk 123rd year of Ascendancy at 01:06 see stats
By Genna Heaven the Halfling Oozemancer level 37
35th Pyre 124th year of Ascendancy at 04:43 see stats
By Genna Heaven the Halfling Oozemancer level 25
30th Dusk 123rd year of Ascendancy at 13:06 see stats
By Genna Heaven the Halfling Oozemancer level 23
36th Pyre 123rd year of Ascendancy at 00:39 see stats
By Genna Heaven the Halfling Oozemancer level 7
78th Pyre 122nd year of Ascendancy at 16:32 see stats
By Genna Heaven the Halfling Oozemancer level 37
61st Pyre 124th year of Ascendancy at 21:38 see stats
By Genna Heaven the Halfling Oozemancer level 24
2nd Dusk 123rd year of Ascendancy at 22:48 see stats
By Genna Heaven the Halfling Oozemancer level 17
74th Regrowth 123rd year of Ascendancy at 05:27 see stats