Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 40 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Arurin the skeleton warrior at level 29 on the 51st Haze 122nd year of Ascendancy at 09:20 2 / 5Killed by Salygama the skeleton mage at level 32 on the 26th Regrowth 123rd year of Ascendancy at 08:48 Killed by Genne the master vampire at level 33 on the 27th Regrowth 123rd year of Ascendancy at 06:59 Killed by Poloba the skeleton archer at level 34 on the 31st Regrowth 123rd year of Ascendancy at 12:04 Killed by Silulaith the orc warrior at level 37 on the 5th Pyre 123rd year of Ascendancy at 00:50 |
Primary Stats
| Strength | 57 (base 29) |
| Dexterity | 60 (base 55) |
| Constitution | 33 (base 12) |
| Magic | 44 (base 18) |
| Willpower | 70 (base 34) |
| Cunning | 60 (base 44) |
Resources
| Mana | 334/334 |
| Psi | 160/160 |
| Vim | 246/246 |
| Life | 1090/1090 |
| Positive | 0/147 |
| Stamina | 327/327 |
| Paradox | 400 |
| Healing Factor | 1.18 |
| Regeneration | 1.711 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +145% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Barehand
| Damage | 75 |
| Accuracy | 47 |
| Crit Chance | 44% |
| APR | 9 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55.333333333333 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 39 (30%) |
| Defense | 26.25 |
| Ranged Defense | 26.25 |
| Fatigue | 8 |
| Physical Save | 61.524804723259 |
| Spell Save | 64.124804723259 |
| Mental Save | 51.833333333333 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 60% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 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 effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 468% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Pugilism | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Magical combat | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Unarmed training | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Beyond the Flesh |
| talent | Crystalline Focus |
| talent | Chant of Fortitude |
| talent | Horrifying Blows |
| talent | Arcane Combat |
| talent | Essence of Speed |
| talent | Striking Stance |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 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: 130. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | 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 within1 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Elyldata (124% power, 4 apr, physical element) Elyldata (124% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 124% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom When wielded/worn: Changes stats: +1 Wil Changes damage: +22% physical Talent granted: +1 Command Staff Spell save: +25 (+6 eff.) Mana when firing critical spell: +2.00 Maximum vim: +10.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
| Light source | alchemist's lamp 'Adurana' alchemist's lamp 'Adurana'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes resistances: +9% nature Changes damage: +11% mind Spell save: +9 (+2 eff.) Maximum life: +108.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Cyruthra' (0 def, 3 armour) hardened leather cap 'Cyruthra' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +15% light / +6% temporal / +14% darkness / +5% arcane Changes damage: +9% arcane Critical mult.: +10.00% Mana when firing critical spell: +1.00 A cap made of leather. |
| Tool | ash wand of clairvoyance 'Prismtorrent' [power 10] (6 cooldown) ash wand of clairvoyance 'Prismtorrent' [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Changes damage: +3% mind Light radius: +3 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | stralite ring 'Animadin' stralite ring 'Animadin'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +7 Str / +9 Mag / +7 Wil / +2 Cun Changes resistances: +15% mind Changes damage: +15% mind Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Spellpower: +13 (+4 eff.) Infravision radius: +2 Rings can have magical properties. |
| On fingers | Shadeimmortal the steel ring Shadeimmortal the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind / 4 darkness Changes stats: +5 Cun / +4 Wil Changes resistances: +20% nature / +3% darkness Changes damage: +10% nature / +6% mind Stun/Freeze immunity: +20% Life regen: +1.20 Mindpower: +7 (+2 eff.) Rings can have magical properties. |
| Around waist | Blazeonslaught the hardened leather belt Blazeonslaught the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Dex / +5 Mag / +5 Wil / +2 Con Changes damage: +6% fire Spell crit. chance: +5% Light radius: +1 Infravision radius: +2 A belt that goes around your waist. |
| Main armor | drakeskin leather armour 'Fulodin' (5 def, 8 armour) drakeskin leather armour 'Fulodin' (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Physical power: +30 (+7 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 7 arcane Damage (Ranged): 9 arcane Changes stats: +7 Str / +9 Mag / +7 Wil / +2 Cun Changes resistances: +12% lightning Critical mult.: +14.00% Reduces incoming crit damage: 10.00% Mana each turn: +0.40 Psi when hit: +0.04 Spellpower: +29 (+8 eff.) Spell crit. chance: +7% Mindpower: +26 (+8 eff.) Mental crit. chance: +7% A suit of armour made of leather. |
| On feet | Barksmash the pair of hardened leather boots (0 def, 9 armour) Barksmash the pair of hardened leather boots (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: -3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes stats: +2 Cun / +4 Con Changes resistances: +6% light Changes resistances penetration: +5% light Maximum encumbrance: +22 Physical save: +24 (+6 eff.) Mental save: +15 (+5 eff.) Infravision radius: +3 A pair of boots made of leather. |
| On hands | Ravenpierce (0 def, 2 armour) Ravenpierce (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +2 Damage (Melee): 8 acid / 7 mind Changes stats: +4 Str / +2 Mag Changes resistances: +6% acid / +6% mind Changes damage: +5% acid / +3% mind See invisible: +6 When used to modify unarmed attacks: Power: 128% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Acid Breath (10% chance level 3). When this weapon hits: Psychic Lobotomy (20% chance level 3). Burst (radius 2) on crit: +7 acid / +5 mind / +8 darkness Metal gloves protecting the hands up to the middle of the lower arm. |
| Cloak | Gloriba the cashmere cloak (10 def, 5 armour) Gloriba the cashmere cloak (10 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Changes stats: +3 Str / +2 Wil / +3 Con Changes resistances: +9% blight Physical save: +24 (+6 eff.) Spell save: +16 (+4 eff.) Mental save: +20 (+7 eff.) Knockback immunity: +10% Only die when reaching: -80.00 life Maximum life: +66.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Emelidadheba EmelidadhebaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil / +1 Mag Grants telepathy: Demon/Minor Demon/Major Cut immunity: +60% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 347 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
healing infusion of the sneak (heal 175) healing infusion of the sneak (heal 175)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 175 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 119) healing infusion of the titan (heal 119)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 119 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+13 for 9 turns, die at -654) heroism infusion of the sneak (+13 for 9 turns, die at -654)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 9 turns. While Heroism is active, you will only die when reaching -654 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+14 for 10 turns, die at -506) heroism infusion of the warrior (+14 for 10 turns, die at -506)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 10 turns. While Heroism is active, you will only die when reaching -506 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (581% speed; 5 turns) movement infusion of the duelist (581% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 581% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 34%; cure magical, physical) wild infusion of the psychic (resist 34%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 34% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 17%; cure physical) wild infusion of the titan (resist 17%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 15%; cure physical) wild infusion of the titan (resist 15%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (615% regen over 10 turns; 31 instant mana) manasurge rune (615% regen over 10 turns; 31 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 615% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 260 for 4 turns) shielding rune of the psychic (absorb 260 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 260 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 434 for 4 turns) shielding rune of the wizard (absorb 434 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 434 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Belyyama BelyyamaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +1 Dex / +2 Cun / +2 Con Changes damage: +12% blight / +9% fire Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Spellpower: +11 (+4 eff.) Infravision radius: +2 Amulets can have magical properties. |
Chaluzor ChaluzorInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Wil / +5 Con Changes resistances: +9% acid Talent mastery: +0.34 Psionic / Augmented striking Critical mult.: +5.00% Mental save: +9 (+3 eff.) Confusion immunity: +18% Maximum psi: +10.00 Mindpower: +9 (+3 eff.) Amulets can have magical properties. |
Elonne ElonneInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +1 Changes stats: +6 Con Changes damage: +15% physical Critical mult.: +3.00% Physical save: +16 (+4 eff.) Life regen: +2.50 Maximum life: +70.00 Light radius: +2 Amulets can have magical properties. |
Huriran HuriranInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +14% lightning / +9% physical / +26% light / +6% mind / +23% darkness Changes damage: +30% mind Blindness immunity: +37% Stun/Freeze immunity: +39% Stamina each turn: +0.70 Amulets can have magical properties. |
Unrurain UnrurainInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +6% mind Mental save: +3 (+1 eff.) Cut immunity: +40% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 347 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper amulet 'Dayspitter' copper amulet 'Dayspitter'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +11% lightning / +6% light Changes resistances penetration: +5% light / +5% fire Stun/Freeze immunity: +21% Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
Bahek BahekPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 (+2 eff.) Changes stats: +1 Wil / +3 Con Physical save: +6 (+2 eff.) Spell save: +13 (+3 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +23% Life regen: +0.20 Maximum stamina: +21.00 Spellpower: +9 (+3 eff.) Mindpower: +9 (+3 eff.) Infravision radius: +5 See stealth: +13 See invisible: +16 Healing mod.: +5% Rings can have magical properties. |
Cleansewaker the copper ring Cleansewaker the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Con Mental save: +6 (+2 eff.) Confusion immunity: +21% Maximum stamina: +5.00 Rings can have magical properties. |
Growthveil GrowthveilCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes resistances penetration: +5% acid Stun/Freeze immunity: +29% Life regen: +1.20 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 34 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Splendourbore the steel ring Splendourbore the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% blight Changes resistances penetration: +10% fire Changes damage: +10% blight / +6% light Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +6 (+2 eff.) Mindpower: +8 (+3 eff.) Light radius: +1 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.01 cold and 21.78 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +7 (+2 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings can have magical properties. |
marksman's copper ring of perseverance marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +23% Life regen: +0.80 Rings can have magical properties. |
mule's steel ring of fire (+22%) mule's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +22% fire Changes damage: +11% fire Maximum encumbrance: +23 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Lisorithra' stralite ring 'Lisorithra'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +11 Physical power: +8 (+2 eff.) Defense: +12 (+6 eff.) Changes resistances: +9% blight / +28% cold / +11% nature / +2% physical Changes damage: +3% physical / +14% cold Physical save: +25 (+6 eff.) Poison immunity: +18% Disease immunity: +19% Maximum life: +10.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Emelikira (120% power, 4 apr, physical element) Emelikira (120% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Changes stats: +4 Mag / +5 Wil / +6 Cun / +6 Con Changes resistances: +3% acid Changes damage: +6% acid / +20% physical Talent granted: +1 Command Staff Critical mult.: +19.00% Vim when firing critical spell: +5.00 Maximum vim: +34.00 Maximum neg.energy: +38.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Mental crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Radhoran the Flashobeisance (120% power, 4 apr, physical element) Radhoran the Flashobeisance (120% power, 4 apr, physical element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 lightning / +12 fire When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 11% chance to blind Changes resistances: +6% lightning Changes damage: +9% lightning / +20% physical Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 95.35 light damage. Staves designed for wielders of magic, by the greats of the art. |
Airstrider AirstriderCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 4 lightning Changes resistances penetration: +5% lightning / +15% arcane Changes damage: +12% lightning Spell save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Neruba' hardened leather belt 'Neruba'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 30% chance to disease Changes resistances: +5% arcane / +3% cold Critical mult.: +8.00% Physical save: +10 (+2 eff.) Stun/Freeze immunity: +10% A belt that goes around your waist. |
rough leather belt 'Splendourmortal' rough leather belt 'Splendourmortal'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +2 Mag Changes resistances penetration: +5% light Changes damage: +15% mind Mana each turn: +0.15 Maximum mana: +27.00 A belt that goes around your waist. |
Byhek the cashmere cloak (2 def, 0 armour) Byhek the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Dex Changes resistances: +3% nature / +2% physical Changes resistances penetration: +9% arcane Changes damage: +7% arcane / +6% physical Critical mult.: +18.00% Reduces incoming crit damage: 5.00% Maximum mana: +52.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isolaith the cashmere robe (2 def, 2 armour) Isolaith the cashmere robe (2 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes stats: +6 Str / +6 Mag / +5 Wil Changes resistances: +23% lightning / +7% cold / +6% nature / +5% blight Changes damage: +20% lightning / +8% physical / +8% cold Mental save: +9 (+3 eff.) Cut immunity: +5% Stun/Freeze immunity: +15% Life regen: +2.70 Only die when reaching: -40.00 life Maximum life: +61.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Ariyata' (0 def, 4 armour) pair of dwarven-steel boots 'Ariyata' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Damage when hit (Melee): 4 arcane Changes stats: +2 Wil / +3 Cun / +7 Con Changes resistances: +6% temporal Changes resistances penetration: +7% physical Changes damage: +6% temporal Critical mult.: +5.00% Maximum encumbrance: +26 Physical save: +20 (+5 eff.) Spell save: +3 (+1 eff.) Mental save: +16 (+5 eff.) Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Ragaroyon' (0 def, 3 armour) pair of iron boots 'Ragaroyon' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% light Mental save: +25 (+8 eff.) Confusion immunity: +5% Stamina each turn: +0.40 Maximum stamina: +14.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots of invasion (0 def, 3 armour) undeterred pair of hardened leather boots of invasion (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes resistances penetration: +8% physical Silence immunity: +37% Confusion immunity: +34% Stun/Freeze immunity: +31% A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of invasion (0 def, 4 armour) wanderer's pair of dwarven-steel boots of invasion (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +4 Con Changes resistances penetration: +6% physical Physical save: +15 (+4 eff.) Mental save: +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blazereaper the dwarven-steel gauntlets (0 def, 2 armour) Blazereaper the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Changes resistances: +9% acid Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +27% Light radius: +3 When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). Burst (radius 1) on hit: +8 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 69.86 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Growknave the hardened leather gloves (0 def, 2 armour) Growknave the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Con Changes resistances: +3% nature Physical save: +17 (+4 eff.) Spell save: +5 (+1 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +26% See invisible: +12 When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +12 physical It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 167% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
iron gauntlets 'Olontir' (0 def, 1 armour) iron gauntlets 'Olontir' (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20 arcane resource burn Damage (Melee): 6 nature Changes resistances: +6% nature / +9% blight Changes damage: +4% nature When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% When this weapon hits: Poison Breath (10% chance level 1). Burst (radius 2) on crit: +6 nature Metal gloves protecting the hands up to the middle of the lower arm. |
Ce'Netta the dwarven-steel helm (0 def, 4 armour) Ce'Netta the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +4 Con Changes resistances: +3% darkness Reduces incoming crit damage: 15.00% Physical save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Silence immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iviriba (0 def, 4 armour) Iviriba (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +1 Wil Changes resistances: +12% cold Changes damage: +15% mind Allows you to breathe in: water Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Poxfear (2 def, 0 armour) Poxfear (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 40% * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 nature Changes stats: +6 Mag Spell save: +9 (+2 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Dawnwrecker' (2 def, 0 armour) cashmere wizard hat 'Dawnwrecker' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light / 8 acid Changes stats: +4 Mag / +3 Wil Changes resistances: +10% mind / +6% light Changes resistances penetration: +15% light Changes damage: +11% mind / +6% acid Physical save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Mana each turn: +0.14 Maximum psi: +19.00 Spellpower: +8 (+3 eff.) Spell crit. chance: +3% Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Glorybrewyn' (2 def, 0 armour) cashmere wizard hat 'Glorybrewyn' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +5 Wil Changes resistances penetration: +20% blight Changes damage: +6% arcane Mana each turn: +1.40 Psi each turn: +0.21 Mana when hit: +1.50 Vim when firing critical spell: +1.00 Maximum mana: +59.00 Spellpower: +10 (+3 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +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 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Gegawen (4 def, 7 armour) Gegawen (4 def, 7 armour)Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +2 Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +1 Str Changes resistances: +9% mind Maximum encumbrance: +10 Mental save: +22 (+7 eff.) Mana when firing critical spell: +3.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +1% A suit of armour made of leather. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
844 alchemist agate 844 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. |
9 onyx 9 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Poritira the voratun pickaxe (dig speed 9 turns) Poritira the voratun pickaxe (dig speed 9 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str Changes resistances: +3% darkness Changes resistances penetration: +21% physical Critical mult.: +6.00% Maximum encumbrance: +10 Maximum life: +20.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Getohell' (dig speed 14 turns) dwarven-steel pickaxe 'Getohell' (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% nature Changes resistances penetration: +12% physical Physical save: +10 (+2 eff.) Spell save: +3 (+1 eff.) Confusion immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cyrotha CyrothaPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% blight Changes damage: +9% light / +9% arcane Damage affinity(heal): +5% light Spell save: +20 (+5 eff.) Light radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 43.24 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Swampsmash the alchemist's lamp Swampsmash the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +5 Wil Changes resistances: +9% nature / +6% fire Changes damage: +3% fire Critical mult.: +14.00% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Galehunger' brass lantern 'Galehunger'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +4 Cun Mental save: +25 (+8 eff.) Maximum psi: +20.00 Light radius: -8 Infravision radius: +4 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. |
brass lantern 'Hettyhir' brass lantern 'Hettyhir'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex Life regen: +0.60 Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered 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. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
9 garnet 9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside 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. |
stralite torque of kinetic psionic shield 'Belolerand' [power 63] (13 cooldown) stralite torque of kinetic psionic shield 'Belolerand' [power 63] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +5% physical Changes damage: +6% physical Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns, putting all charms on cooldown for 13 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psychoportation 'Galylen' [power 36] (22 cooldown) stralite torque of psychoportation 'Galylen' [power 36] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour penetration: +4 Spell save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +0.40 It can be used to teleport randomly (rad 36), putting all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
tentacled ash totem of cure ailments [power 2] (10 cooldown) tentacled ash totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 2 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 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. |
Brodygorodas the Pitchmistress [power 14] (6 cooldown) Brodygorodas the Pitchmistress [power 14] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances: +9% blight Changes damage: +15% darkness It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 14), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 8 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
arcane yew wand of trap destruction [power 61] (15 cooldown) arcane yew wand of trap destruction [power 61] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to disarm traps (61 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 7 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 quartz 6 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. |
3 amber 3 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. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Fist of Stone the Cornac Adventurer level 36
47th Regrowth 123rd year of Ascendancy at 15:55 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Fist of Stone the Cornac Adventurer level 35
32nd Regrowth 123rd year of Ascendancy at 12:33 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Fist of Stone the Cornac Adventurer level 19
67th Dusk 122nd year of Ascendancy at 11:41 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Fist of Stone the Cornac Adventurer level 38
7th Pyre 123rd year of Ascendancy at 09:22 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Fist of Stone the Cornac Adventurer level 24
19th Haze 122nd year of Ascendancy at 07:51 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Fist of Stone the Cornac Adventurer level 30
6th Decay 122nd year of Ascendancy at 12:53 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Fist of Stone the Cornac Adventurer level 34
30th Regrowth 123rd year of Ascendancy at 08:22 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fist of Stone the Cornac Adventurer level 36
42nd Regrowth 123rd year of Ascendancy at 20:09 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Fist of Stone the Cornac Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 07:36 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Fist of Stone the Cornac Adventurer level 20
76th Dusk 122nd year of Ascendancy at 23:33 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Fist of Stone the Cornac Adventurer level 30
5th Decay 122nd year of Ascendancy at 22:07 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Fist of Stone the Cornac Adventurer level 40
9th Pyre 123rd year of Ascendancy at 03:11 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Fist of Stone the Cornac Adventurer level 23
14th Haze 122nd year of Ascendancy at 06:34 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Fist of Stone the Cornac Adventurer level 38
7th Pyre 123rd year of Ascendancy at 12:51 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Fist of Stone the Cornac Adventurer level 13
18th Dusk 122nd year of Ascendancy at 17:55 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Fist of Stone the Cornac Adventurer level 11
3rd Dusk 122nd year of Ascendancy at 08:28 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Fist of Stone the Cornac Adventurer level 12
14th Dusk 122nd year of Ascendancy at 01:32 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Fist of Stone the Cornac Adventurer level 28
41st Haze 122nd year of Ascendancy at 15:37 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Fist of Stone the Cornac Adventurer level 18
54th Dusk 122nd year of Ascendancy at 16:58 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Fist of Stone the Cornac Adventurer level 34
31st Regrowth 123rd year of Ascendancy at 17:45 see stats
Log
You gain 0.75 gold from the transmogrification of dwarven-steel battleaxe (136% power, 2 apr).
You gain 1.21 gold from the transmogrification of manasurge rune of the psychic (1711% regen over 10 turns; 86 instant mana).
You gain 1.88 gold from the transmogrification of heat beam rune (188 fire damage).
You gain 3.70 gold from the transmogrification of controlled phase door rune (range 8).
You gain 1.00 gold from the transmogrification of wild infusion (resist 26%; cure mental).
You gain 2.79 gold from the transmogrification of insidious poison infusion of the sneak (52 nature damage, 46% healing reduction).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 10th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:51.
Today is the 11st Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:15.
Saving done.
Today is the 12nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
There is a Gates of Morning (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Fist of Stone deactivates Chant of Fortitude.
Fist of Stone deactivates Horrifying Blows.
Fist of Stone deactivates Arcane Combat.
Fist of Stone deactivates Striking Stance.
Fist of Stone deactivates Essence of Speed.
Fist of Stone deactivates Arcane Feed.
Fist of Stone deactivates Beyond the Flesh.
Fist of Stone deactivates Crystalline Focus.
