Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Berserker |
| Level / Exp | 33 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinetta the forest wight at level 26 on the 40th Dusk 123rd year of Ascendancy at 01:27 0 / 7Killed by Eilinetta the forest wight at level 26 on the 40th Dusk 123rd year of Ascendancy at 03:06 Killed by Polurewyn the forest troll at level 27 on the 49th Dusk 123rd year of Ascendancy at 16:27 Killed by Velykira the fox at level 30 on the 8th Haze 123rd year of Ascendancy at 04:55 Killed by multi-hued drake hatchling at level 33 on the 31st Regrowth 124th year of Ascendancy at 13:09 Killed by storm drake at level 33 on the 32nd Regrowth 124th year of Ascendancy at 12:33 Killed by elven cultist at level 33 on the 42nd Regrowth 124th year of Ascendancy at 03:58 |
Primary Stats
| Strength | 59 (base 55) |
| Dexterity | 59 (base 34) |
| Constitution | 40.664123358569 (base 52) |
| Magic | 21 (base 10) |
| Willpower | 32 (base 10) |
| Cunning | 32 (base 10) |
Resources
| Life | -76/939 |
| Stamina | 84/231 |
| Healing Factor | 1.3 |
| Regeneration | 98.194275498287 |
Speed
| Mental | +25.963302752294% |
| Attack | 0% |
| Movement | +35.963302752294% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 3 |
| See Stealth | 12 |
| See Invisible | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 132 |
| Accuracy | 77 |
| Crit Chance | 108% |
| APR | 24 |
| Speed | 0.79 |
Offense: Spell
| Spellpower | 20.5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38.1 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| All | +4% |
Defense: Base
| Armour (hardiness) | 44.56 (88.454810495627%) |
| Defense | 28.075 |
| Ranged Defense | 28.075 |
| Fatigue | 25 |
| Physical Save | 31.44122158775 |
| Spell Save | 18.55 |
| Mental Save | 40.466666666667 |
Defense: Resistances
| All | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 66% |
| Disarm Resistance | 66% |
| Confusion Resistance | 79% |
| Silence Resistance | 42% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 521% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 270 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 100 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Berserker Rage |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
| beneficial effect | Increases stamina regeneration by 18, movement and attack speed by 26%. Relentless Fury |
| beneficial effect | A flow of life spins around the target, regenerating 45.14 life per turn. Regeneration |
| beneficial effect | Increases critical hit chance by 48%. Berserker Rage |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected by a disease, reducing its constitution by 20 and doing 33.65 blight damage per turn. Rotting Disease |
| beneficial effect | The target ignores pain, reducing all damage taken by 22%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by emperor wight. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by shadow. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 163. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vial of squid ink. * You've found the needed faerlhing fang. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed naga tongue. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vial of greater demon bile. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed green worm. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of voratun boots of phasing (0 def, 5 armour) undeterred pair of voratun boots of phasing (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +2 Wil / +3 Mag Silence immunity: +42% Confusion immunity: +29% Stun/Freeze immunity: +32% It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright dwarven lantern of clarity bright dwarven lantern of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +9 (+3 eff.) Light radius: +7 See stealth: +12 See invisible: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm (0 def, 5 armour) voratun helm (0 def, 5 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Ivitha [power 35] (14 cooldown) Ivitha [power 35] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +1 Changes stats: +1 Str Only die when reaching: -40.00 life Light radius: +3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 35 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Musakalthodur the voratun ring Musakalthodur the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +9 Dex / +6 Wil / +5 Cun Changes resistances: +3% blight Mental save: +14 (+5 eff.) Disarm immunity: +15% Confusion immunity: +50% Pinning immunity: +15% Equilibrium when hit: +0.08 Mindpower: +13 (+5 eff.) Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
| On fingers | marksman's stralite ring of perseverance marksman's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +36% Life regen: +1.30 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Radiancequarry (47-75.2 power, 3 apr) Radiancequarry (47-75.2 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 12% chance to disease Damage (Melee): +14 blight / +19 cold When wielded/worn: Armour penetration: +13 Physical crit. chance: +19.0% Effects on melee hit: * 30% chance to blind Changes resistances penetration: +25% arcane Changes damage: +3% light Critical mult.: +20.00% Disease immunity: +24% Massive two-handed swords. |
| On hands | Seargrit (0 def, 2 armour) Seargrit (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +8 (+2 eff.) Armour: +2 Changes stats: +3 Cun / +3 Str Changes resistances: +3% blight / +8% darkness / +5% arcane Changes damage: +3% fire Physical save: +8 (+4 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +28% Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | impenetrable dwarven-steel plate armour of the dragon (5 def, 18 armour) impenetrable dwarven-steel plate armour of the dragon (5 def, 18 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +18 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +2 Str / +2 Con Changes resistances: +6% acid / +7% physical / +5% cold / +7% fire / +10% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +26% Knockback immunity: +20% A suit of armour made of metal plates. |
| Cloak | Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+7 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 18 power out of 18/18) : Effective talent level: 4.8 Power cost: 18 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 25 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Around neck | Siludhebeth the stralite amulet Siludhebeth the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +2 (+0 eff.) Fatigue: -8% Damage when hit (Melee): 12 mind Changes stats: +8 Dex / +7 Cun / +7 Con Life regen: +1.00 Stamina each turn: +0.70 Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 Movement speed: +10% Amulets can have magical properties. |
Inventory
healing infusion of the titan (heal 118) healing infusion of the titan (heal 118)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 118 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 duelist (+13 for 10 turns, die at -518) heroism infusion of the duelist (+13 for 10 turns, die at -518)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: 24 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 10 turns. While Heroism is active, you will only die when reaching -518 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 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. |
heroism infusion of the sneak (+9 for 8 turns, die at -407) heroism infusion of the sneak (+9 for 8 turns, die at -407)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: 25 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 9 for 8 turns. While Heroism is active, you will only die when reaching -407 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. |
wild infusion (resist 20%; cure mental, physical) wild infusion (resist 20%; cure mental, 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 mental or physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 mental) wild infusion of the titan (resist 17%; cure mental)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: 19 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 17% for 4 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. |
heat beam rune (43 fire damage) heat beam rune (43 fire damage)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: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 42.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 titan (absorb 183 for 4 turns) shielding rune of the titan (absorb 183 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 183 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 244 for 4 turns) shielding rune of the warrior (absorb 244 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: 23 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 244 damage for 4 turns. Its effects scale with your Strength 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. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 15% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
grounding copper amulet of mastery (0.12 Technique / Combat veteran) grounding copper amulet of mastery (0.12 Technique / Combat veteran)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.12 Technique / Combat veteran Stun/Freeze immunity: +21% Amulets can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Growthjustice GrowthjusticePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * Slows global speed by 15% * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 14 bleed Damage when hit (Melee): 16 nature Changes stats: +3 Cun Changes resistances: +3% mind / +3% nature Blindness immunity: +20% Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Spellpower: +9 (+4 eff.) Mindpower: +5 (+2 eff.) Infravision radius: +3 See stealth: +11 See invisible: +5 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
copper ring of darkness (+20%) copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
copper ring of misery copper ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +0.90 Rings can have magical properties. |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings can have magical properties. |
warrior's copper ring of time (+10%) warrior's copper ring of time (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +10% temporal Changes damage: +10% temporal Rings can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Eksatin's Ultimatum (63-94.5 power, 25 apr) Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Smearravage the voratun dagger (38.5-50.05 power, 21 apr) Smearravage the voratun dagger (38.5-50.05 power, 21 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +21 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 20% chance to torment the target Damage Shield penetration (this weapon only): +42% Damage (Melee): +15 lightning / +12 mind Burst (radius 1) on hit: +8 nature When wielded/worn: Armour penetration: +12 Changes resistances penetration: +5% nature / +12% physical / +24% mind / +12% darkness Changes damage: +6% nature / +12% physical Sharp, short and deadly. |
Astelrid's Clubstaff (45-67.5 power, 4 apr) Astelrid's Clubstaff (45-67.5 power, 4 apr)Requires: - Strength 23 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +25% nature Spellpower: +15 (+8 eff.) Healing mod.: +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
Tirakai's Maul (44-57.2 power, 9 apr) Tirakai's Maul (44-57.2 power, 9 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 57.2 Uses stats: 10% Mag, 120% Str Damage type: Cold Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +36 ice When wielded/worn: Changes stats: +6 Dex / +6 Mag / +6 Cun Changes damage: +12% cold Stun/Freeze immunity: +30% Quartz: Cold It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Penitence (15-18 power, 4 apr, physical element) Penitence (15-18 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Spellpower: +15 (+8 eff.) Spell crit. chance: +10% It can be used to cure up to 3 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
murderer's cashmere cloak (2 def, 0 armour) murderer's cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 36.70 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+3 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 35.29 to 105.86 damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+6 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 14%. Fear effects improve with your Mindpower. 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 it's hollow eye sockets seem to stare back into you. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+18 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage equal to the speed detriment, but never to less than 30% of the original damage. Current Resistance: 0% It can be used to slow the movement speed of all creatures within 5 spaces (including yourself) by 40%, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
5 agate 5 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. |
180 alchemist agate 180 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. |
6 onyx 6 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. |
9 aquamarine 9 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+4 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 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. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+5 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+5 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+3 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 27 turns) miner's iron pickaxe (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused 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. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) 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: 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. |
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 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag 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. |
4 garnet 4 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. |
6 ruby 6 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 295.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 56 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Urineg [power 43] (45 cooldown) Urineg [power 43] (45 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances penetration: +5% mind Changes damage: +6% mind Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence Reduces incoming crit damage: 15.00% Mental save: +9 (+3 eff.) Infravision radius: +1 It can be used to teleport randomly (rad 43), putting all charms on cooldown for 45 turns. When used: 100% chance to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
supercharged dwarven-steel torque of charged psionic shield [power 93] (28 cooldown) supercharged dwarven-steel torque of charged psionic shield [power 93] (28 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 93 for 7 turns, putting all charms on cooldown for 28 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of thermal psionic shield [power 65] (26 cooldown) supercharged steel torque of thermal psionic shield [power 65] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 65 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. |
telekinetic voratun torque of kinetic psionic shield [power 125] (20 cooldown) telekinetic voratun torque of kinetic psionic shield [power 125] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 125 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of thorny skin [power 49] (20 cooldown) elven-wood totem of thorny skin [power 49] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 49 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 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. |
bright ash wand of conjuration [power 145] (10 cooldown) bright ash wand of conjuration [power 145] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 72-145), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of trap destruction 'Gymnir' [power 84] (15 cooldown) elven-wood wand of trap destruction 'Gymnir' [power 84] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Spell save: +3 (+2 eff.) Mana each turn: +0.04 Spellpower: +6 (+3 eff.) Damage Shield penetration: +40% It can be used to disarm traps (84 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 6 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elven-wood wand of clairvoyance [power 15] (8 cooldown) supercharged elven-wood wand of clairvoyance [power 15] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 15), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+6 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+6 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 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. |
5 amber 5 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. |
3 ametrine 3 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. |
7 citrine 7 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
Found the mysterious staff and told Last Hope about it.By Nymmie the Shalore Berserker level 27
44th Dusk 123rd year of Ascendancy at 13:22 see stats
Arachnophobia
Destroyed the spydric menace.By Nymmie the Shalore Berserker level 31
10th Haze 123rd year of Ascendancy at 08:44 see stats
Brave new world
Went to the Far East and took part in the war.By Nymmie the Shalore Berserker level 30
77th Dusk 123rd year of Ascendancy at 20:51 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Nymmie the Shalore Berserker level 12
36th Dusk 122nd year of Ascendancy at 14:10 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Nymmie the Shalore Berserker level 29
54th Dusk 123rd year of Ascendancy at 09:49 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Nymmie the Shalore Berserker level 18
36th Regrowth 123rd year of Ascendancy at 00:12 see stats
Exterminator
Killed 1000 creatures.By Nymmie the Shalore Berserker level 16
10th Allure 123rd year of Ascendancy at 04:35 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nymmie the Shalore Berserker level 23
6th Mirth 123rd year of Ascendancy at 08:28 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nymmie the Shalore Berserker level 21
32nd Pyre 123rd year of Ascendancy at 12:31 see stats
Level 10
Got a character to level 10.By Nymmie the Shalore Berserker level 10
8th Flare 122nd year of Ascendancy at 08:48 see stats
Level 20
Got a character to level 20.By Nymmie the Shalore Berserker level 20
11st Pyre 123rd year of Ascendancy at 12:33 see stats
Level 30
Got a character to level 30.By Nymmie the Shalore Berserker level 30
55th Dusk 123rd year of Ascendancy at 06:06 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Nymmie the Shalore Berserker level 15
35th Haze 122nd year of Ascendancy at 10:54 see stats
Size matters
Did over 600 damage in one attack.By Nymmie the Shalore Berserker level 22
75th Pyre 123rd year of Ascendancy at 03:16 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Nymmie the Shalore Berserker level 29
54th Dusk 123rd year of Ascendancy at 17:19 see stats
That was close
Killed your target while having only 1 life left.By Nymmie the Shalore Berserker level 31
57th Haze 123rd year of Ascendancy at 13:29 see stats
The Arena
Unlocked Arena mode.By Nymmie the Shalore Berserker level 13
52nd Dusk 122nd year of Ascendancy at 00:55 see stats
The secret city
Discovered the truth about mages.By Nymmie the Shalore Berserker level 11
11st Dusk 122nd year of Ascendancy at 16:23 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Nymmie the Shalore Berserker level 32
20th Regrowth 124th year of Ascendancy at 15:24 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Nymmie the Shalore Berserker level 15
78th Haze 122nd year of Ascendancy at 02:47 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Nymmie the Shalore Berserker level 30
56th Dusk 123rd year of Ascendancy at 03:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Nymmie the Shalore Berserker level 17
9th Regrowth 123rd year of Ascendancy at 08:12 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Nymmie the Shalore Berserker level 26
42nd Dusk 123rd year of Ascendancy at 08:59 see stats
Log
Nymmie killed Elven blood mage!
Nymmie killed Mean looking elven guard!
Elven cultist's Drain hits Nymmie for 182 blight damage.
Nymmie uses Infusion: Regeneration.
Nymmie starts regenerating health quickly.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Weakness Disease from Elven cultist hits Nymmie for 33 blight damage.
Elven cultist's Soul Rot hits Nymmie for 247 blight damage.
Nymmie uses Infusion: Wild.
Nymmie is free from the weakness disease.
Nymmie is cured!
Nymmie lessens the pain.
Nymmie uses Warshout.
Elven cultist wanders around!.
Elven guard's Secrets of the Eternals has been disrupted by anti-magic forces!
Elven cultist casts Timeless.
Elven cultist seems more focused.
Nymmie slows down.
Elven cultist casts Virulent Disease.
Nymmie is afflicted by a rotting disease!
Elven guard's Timeless has been disrupted by anti-magic forces!
Talent Giant Leap is ready to use.
Rotting Disease from Elven cultist hits Nymmie for 23 blight damage.
Elven cultist casts Rune: Lightning.
Saving game...
