











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Multi-Class Challenge (Slight Edit by Rae) 1.7.4Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Higher |
Class | Wanderer |
Level / Exp | 80 / 3% |
Size | medium |
Lifes / Deaths | Killed by Sileda the wolf at level 47 on the 6th Haze 122nd year of Ascendancy at 19:57 6 / 1 |
Primary Stats
Strength | 151 (base 52) |
Dexterity | 156 (base 90) |
Constitution | 176 (base 90) |
Magic | 172 (base 90) |
Willpower | 112 (base 90) |
Cunning | 185 (base 90) |
Resources
Mana | 854/854 |
Negative | 317/317 |
Life | 5342/5342 |
Paradox | 0 |
Soul | 8/9 |
Hate | 55/119 |
Equilibrium | 0 |
Vim | 386/386 |
Positive | 267/267 |
Stamina | 542/542 |
Psi | 771/771 |
Healing Factor | 2.1692596430491 |
Regeneration | 124.03058026899 |
Speed
Mental | +16.198208671155% |
Attack | +16.198208671155% |
Movement | +119.05416842797% |
Spell | +1.0214051826551E-12% |
Global | +151.08972533905% |
Vision
Sight | 11 |
Lite | 18 |
Infravision | 20 |
See Stealth | 225.05748147356 |
See Invisible | 267.24232384496 |
Offense: Mainhand
Damage | 247 |
Accuracy | 91 |
Crit Chance | 117% |
APR | 8 |
Speed | 0.86 |
Offense: Offhand
Damage | 69 |
Accuracy | 91 |
Crit Chance | 122% |
APR | 11 |
Speed | 0.86 |
Offense: Spell
Spellpower | 109 |
Crit Chance | 100% |
Speed | 0.99999999999999 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 86% |
Speed | 0.86059846484384 |
Offense: Damage Bonus
Acid | +24% |
Blight | +24% |
Arcane | +9% |
Cold | +24% |
All | 0% |
Lightning | +57% |
Light | +52% |
Physical | +167% |
Mind | +33% |
Darkness | +81% |
Fire | +85% |
Nature | +76% |
Offense: Damage Penetration
Acid | +60% |
Blight | +77% |
Physical | +153% |
Cold | +85% |
All | +25% |
Darkness | +74% |
Lightning | +85% |
Mind | +60% |
Fire | +85% |
Nature | +60% |
Defense: Base
Armour (hardiness) | 105.75790618772 (51.69962066283%) |
Defense | 109 |
Ranged Defense | 120 |
Fatigue | 0 |
Physical Save | 81 |
Spell Save | 97.8 |
Mental Save | 75 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 61%( 70%) |
Arcane | + 57%( 70%) |
Cold | + 70%( 70%) |
All | + 38%( 70%) |
Lightning | + 70%( 70%) |
Light | + 42%( 70%) |
Physical | + 44%( 70%) |
Mind | + 51%( 80%) |
Darkness | + 46%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 92% |
Knockback Resistance | 34% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 40% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1925 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 399 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 415 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 439 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 392 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Spell / Glacial waste | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Crusader | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 6/5 |
Technique / Superiority | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 7/5 |
| 6/5 |
| 1/5 |
| 7/5 |
Wild-gift / Mucus | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 1/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.56 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.20 |
| 8/5 |
| 1/5 |
| 8/5 |
| 8/5 |
Chronomancy / Timeline Threading | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Kinetic mastery | 1.20 |
| 1/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Cursed / Shadows | 1.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Fire | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.50 |
| 5/5 |
| 1/5 |
| 8/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 6/5 |
Spell / Enhancement | 1.50 |
| 4/5 |
| 1/5 |
| 5/5 |
| 8/5 |
Technique / Magical combat | 1.50 |
| 7/5 |
| 6/5 |
| 7/5 |
| 7/5 |
Technique / Combat veteran | 1.20 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.20 |
| 6/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Shield offense | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 2.06 |
| 7/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Cursed / Force of will | 1.20 |
| 1/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.20 |
| 1/5 |
| 8/5 |
| 7/5 |
| 0/5 |
Celestial / Hymns | 1.20 |
| 8/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 8/5 |
| 1/5 |
| 1/5 |
| 7/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 4/5 |
| 7/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 7/5 |
Psionic / Dreaming | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.40 |
| 7/5 |
| 8/5 |
| 6/5 |
| 3/5 |
Corruption / Vile life | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 7/5 |
| 7/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.20 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Spell / Conveyance | 1.20 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Keen Senses |
talent | Arcane Shield |
talent | Elemental Discord |
talent | Apply Poison |
talent | Crystalline Focus |
talent | Feather Wind |
talent | Deflection |
talent | Premonition |
talent | Shielding |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Insidious Poison |
talent | Deflect Projectiles |
talent | Chant of Resistance |
talent | Bone Shield |
talent | Numbing Poison |
talent | Fiery Hands |
talent | Shock Hands |
talent | Defensive Posture |
talent | Call Shadows |
talent | Hymn of Detection |
talent | Hiemal Shield |
beneficial effect | Countering melee attacks: Has a 79% chance to get an automatic counter attack when avoiding a melee attack. (2.9 counters remaining) Counter Attacking |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+51% global speed). Clarity |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Arawe the giant army ant. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Layobeth the rogue. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Sileda the wolf. Escort: temporal explorer (level 3 of Dreadfell) | failed |
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 Shade. | 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 the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3623. | 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. | 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 naga tongue. * You've found the needed xorn fragment. * You've found the needed ice wyrm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed giant spider spinneret. * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bloated horror heart. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed electric eel tail. * You've found the needed red crystal shard. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 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 your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
Psionic focus | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Damage when hit (Melee): 4 cold Changes stats: +8 Mag / +10 Cun / +10 Con Changes resistances: +6% mind Changes resistances penetration: +17% blight / +10% mind Changes damage: +24% mind / +30% physical Talent granted: +1 Command Staff Critical mult.: +59.00% Mana each turn: +0.39 N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Maximum mana: +84.00 Maximum vim: +50.00 Maximum neg.energy: +50.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +14.0% Physical power: +13 (+2 eff.) Armour: +14 Fatigue: +5% Changes stats: +6 Str / +5 Dex Critical mult.: +9.00% Mental save: +9 (+2 eff.) Maximum life: +70.00 Maximum mana: +60.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +19% Mental crit. chance: +19% When used to modify unarmed attacks: Base power: 53.5 - 74.9 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +8 Changes stats: +1 Dex / +5 Con Changes resistances: +13% blight / +3% cold / +12% lightning Mental save: +10 (+2 eff.) Blindness immunity: +46% Poison immunity: +20% Confusion immunity: +30% Life regen: +12.00 Stamina each turn: +2.00 Light radius: +11 See stealth: +46 See invisible: +40 It can be used to activate talent Track, placing all other charms into a 19 cooldown : Effective talent level: 4.2 Power cost: 19 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 14 power out of 21/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +5 Mag Changes damage: +9% arcane / +12% light Reduces incoming crit damage: 15.12% Maximum encumbrance: +40 Physical save: +13 (+2 eff.) Poison immunity: +20% Silence immunity: +47% Confusion immunity: +42% Stun/Freeze immunity: +50% Lowers spell cool-downs by: 10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +3.0% Physical power: +15 (+2 eff.) Defense: +25 (+4 eff.) Changes stats: +3 Str / +6 Cun Changes resistances: +6% blight Physical save: +6 (+1 eff.) Mental save: +3 (+1 eff.) Lowers spell cool-downs by: 20% Mindpower: +20 (+4 eff.) Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Changes stats: +9 Dex / +8 Wil / +18 Cun / +3 Con Changes resistances penetration: +15% mind Life regen: +20.00 Only die when reaching: -93.73 life Maximum life: +100.00 Mindpower: +15 (+3 eff.) Healing mod.: +20% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +12 Cun Changes resistances: +6% light / +9% nature Changes damage: +6% darkness Mental save: +12 (+3 eff.) Blindness immunity: +50% Silence immunity: +45% Life regen: +5.48 Mana each turn: +0.36 Only die when reaching: -80.00 life Light radius: +4 Infravision radius: +6 See stealth: +25 See invisible: +22 Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 6 blight Changes stats: +7 Dex / +5 Mag / +8 Cun / +8 Con Changes resistances penetration: +25% fire Changes damage: +15% fire Talent masteries: +0.36 Technique / Combat techniques +0.36 Spell / Stone Life regen: +4.00 Stamina each turn: +1.20 Movement speed: +10% Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +9.0% Physical power: +13 (+2 eff.) Changes resistances: +6% acid / +3% fire / +6% nature / +6% darkness Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +31.00% Spell save: +15 (+2 eff.) Spellpower: +23 (+4 eff.) Spell crit. chance: +32% Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Str / +5 Dex / +5 Mag / +6 Wil / +3 Cun Changes resistances penetration: +17% physical Changes damage: +9% mind / +22% physical Physical save: +19 (+2 eff.) Spell save: +21 (+2 eff.) Mental save: +19 (+5 eff.) Mana each turn: +0.68 Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum mana: +51.00 Maximum hate: +4.00 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 50.0 - 65.0 Uses stat: 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 1) on hit: +12 mind Damage (radius 2) on crit: +20 lightning / +37 cold When wielded/worn: Accuracy: +24 (+4 eff.) Changes stats: +10 Str / +2 Wil Changes resistances: +3% lightning / +6% cold / +3% darkness Changes resistances penetration: +25% lightning / +25% cold Changes damage: +9% light / +14% physical Hate when firing a critical mind attack: +2.00 Movement speed: +50% Sharp, short and deadly. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 28 power out of 60/60) : Effective talent level: 4.2 Power cost: 28 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 15 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 830.70 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +2 Damage when hit (Melee): 6 arcane Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +14% blight / +42% nature / +15% all Changes resistances penetration: +14% darkness / +18% physical Changes damage: +9% lightning / +21% physical / +20% darkness / +28% nature Life regen: +5.40 Mana each turn: +0.16 Maximum life: +84.00 Maximum hate: +15.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +4% Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -1334 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1334 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -968 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 968 life, 7 duration) 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -877 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 877 life, 8 duration) 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 increase movement speed by 747% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 53% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 56% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 475 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 1069 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 1827 damage for 8 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 1711 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to create a protective shield absorbing at most 1023 damage for 5 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to create a protective shield absorbing at most 1249 damage for 5 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to create a protective shield absorbing at most 1418 damage for 8 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 34 up to 6 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 10 times. 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 7 times. 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 spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 132 with a minimum range of 15. 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 spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered 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 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 28 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 42 * 10% chance to reduce damage dealt by 35% Changes stats: +10 Dex / +7 Cun / +10 Con Changes resistances penetration: +10% blight Changes damage: +3% blight / +24% fire / +24% darkness Blindness immunity: +35% Cut immunity: +70% Life regen: +4.00 Stamina each turn: +1.50 Infravision radius: +9 Sight radius: +2 See invisible: +15 Movement speed: +10% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 574 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +8 Str / +10 Dex / +2 Mag / +12 Wil Changes resistances penetration: +10% light Changes damage: +12% darkness Blindness immunity: +27% Cut immunity: +80% Vim when firing critical spell: +2.31 Infravision radius: +10 Sight radius: +2 See invisible: +15 Healing mod.: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Heal, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 515 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +6 Mag Changes resistances: +14% mind / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +5% acid / +5% lightning / +6% fire / +12% arcane / +4% cold Confusion immunity: +25% Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +25.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to reduce damage dealt by 35% Damage when hit (Melee): 2 darkness Changes stats: +1 Str / +12 Dex / +6 Mag / +10 Cun / +8 Con Changes resistances: +6% darkness / +12% temporal Changes resistances cap: +7% all Changes resistances penetration: +15% darkness Changes damage: +8% darkness / +8% temporal / +8% light / +8% physical Physical save: +22 (+3 eff.) Life regen: +5.00 Stamina each turn: +1.50 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Light radius: +2 Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 17 power out of 35/35) : Effective talent level: 4.2 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 524 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Effects on melee hit: * 27% chance to reduce damage dealt by 35% Changes stats: +18 Wil Changes resistances: +3% temporal / +9% fire / +6% darkness / +6% nature Changes damage: +6% mind Critical mult.: +20.00% Mental save: +11 (+3 eff.) Confusion immunity: +20% Mindpower: +14 (+3 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil / +4 Mag Changes damage: +5% acid / +5% physical / +5% darkness / +5% light / +5% temporal / +5% fire / +5% cold / +5% lightning Mental save: +9 (+2 eff.) Confusion immunity: +12% Psi when hit: +0.12 Maximum psi: +30.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +5 (+1 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 13 light / 15 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 35% * 15% chance to blind Changes stats: +3 Dex / +11 Mag Changes resistances: +15% acid / +6% fire Changes damage: +7% acid / +14% light / +15% darkness / +8% cold / +8% lightning / +8% fire Critical mult.: +20.00% Physical save: +6 (+1 eff.) Mental save: +9 (+2 eff.) Knockback immunity: +30% Life regen: +4.00 Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +40.00 Maximum mana: +60.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +45 (+8 eff.) Armour penetration: +3 Damage when hit (Melee): 6 fire Changes stats: +6 Con Changes resistances: +29% blight / +30% mind / +26% nature Blindness immunity: +40% Poison immunity: +50% Disease immunity: +36% Confusion immunity: +48% Stamina each turn: +4.00 Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane / 8 fire Changes resistances: +13% physical / +25% mind / +24% fire Changes resistances penetration: +10% fire Changes damage: +9% fire Physical save: +20 (+2 eff.) Spell save: +25 (+3 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +47% Stamina each turn: +1.20 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +16 Str / +9 Dex / +17 Wil / +2 Con Changes resistances: +3% temporal Mental save: +13 (+3 eff.) Confusion immunity: +18% Spellpower: +20 (+4 eff.) Spell crit. chance: +6% Mindpower: +13 (+2 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 991 strength, based on Magic) for 6 turns Activation costs 11 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +13% physical / +3% mind / +12% cold Physical save: +17 (+2 eff.) Blindness immunity: +30% Life regen: +15.00 Stamina each turn: +1.20 Only die when reaching: -60.00 life Maximum life: +99.00 Infravision radius: +7 Sight radius: +2 See invisible: +13 Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +8 Mag Changes resistances: +3% blight / +3% temporal Changes resistances penetration: +25% blight / +5% temporal Changes damage: +5% acid / +5% physical / +5% darkness / +5% light / +5% temporal / +5% fire / +5% cold / +4% lightning Spellpower: +8 (+2 eff.) Spell crit. chance: +7% Amulets make your neck look great! |
![]() Infused 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 (+8 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +6% mind Talent mastery: +0.19 Spell / Aegis Mental save: +6 (+1 eff.) Maximum hate: +10.00 Mindpower: +15 (+3 eff.) Light radius: +1 Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 17 power out of 36/36) : Effective talent level: 6.6 Power cost: 17 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (209). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 12). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +6 Fatigue: -10% Changes stats: +19 Str / +9 Dex / +1 Mag / +9 Wil Changes damage: +7% darkness / +7% temporal / +8% light / +7% physical Silence immunity: +27% Life regen: +5.00 Maximum stamina: +40.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +21% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +29% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% mind Confusion immunity: +21% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +16% light / +15% darkness Changes resistances penetration: +20% arcane Changes damage: +3% arcane / +6% darkness Talent masteries: +0.26 Spell / Air +0.26 Technique / Two-handed assault Physical save: +10 (+1 eff.) Blindness immunity: +26% Life regen: +3.00 Maximum life: +30.00 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +8 (+2 eff.) Fatigue: -8% Changes stats: +11 Lck / +6 Wil Changes resistances: +9% darkness Changes resistances penetration: +25% temporal Changes damage: +6% darkness / +3% temporal Life regen: +3.00 Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% fire / +11% cold Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Mag Life regen: +1.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% light / +10% darkness Blindness immunity: +25% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +11% darkness Talent mastery: +0.10 Technique / Magical combat Blindness immunity: +20% Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +2 Mag / +1 Cun Changes resistances: +15% fire / +13% cold Cut immunity: +50% Mana each turn: +0.15 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Heal, placing all other charms into a 17 cooldown : Effective talent level: 2.5 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 448 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Defense: +16 (+3 eff.) Fatigue: -8% Changes stats: +6 Dex / +9 Cun / +8 Con / +20 Lck Changes resistances penetration: +10% temporal Changes damage: +9% blight Critical mult.: +5.00% Physical save: +24 (+3 eff.) Spell save: +24 (+2 eff.) Mental save: +22 (+5 eff.) Life regen: +5.00 Stamina each turn: +0.50 Mana each turn: +0.16 Maximum vim: +40.00 Movement speed: +10% Damage Shield penetration: +20% Reduce all damage from unseen attackers: 17% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +2 Dex Changes resistances: +29% fire / +29% cold Physical save: +38 (+5 eff.) Spell save: +17 (+2 eff.) Mental save: +20 (+5 eff.) Life regen: +4.00 Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +2 Mag / +2 Wil Changes resistances: +27% temporal Changes damage: +10% blight / +13% fire / +21% arcane Critical mult.: +20.00% Physical save: +24 (+3 eff.) Spell save: +25 (+3 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +50% Knockback immunity: +50% Spellpower: +14 (+3 eff.) See invisible: +3 Amulets make your neck look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +28% light / +12% mind Changes damage: +9% acid / +14% light / +12% mind Physical save: +9 (+1 eff.) Silence immunity: +28% Stamina each turn: +1.00 Mana each turn: +0.10 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +15 (+3 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) * 30% chance to reduce damage dealt by 35% Changes stats: +3 Con Changes resistances: +3% temporal / +40% fire Changes resistances penetration: +10% darkness Changes damage: +20% fire Reduces incoming crit damage: 20.00% Mental save: +15 (+4 eff.) Confusion immunity: +50% Light radius: +1 It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +5 Cun / +3 Mag Changes resistances: +22% fire Changes damage: +11% fire Mental save: +3 (+1 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.16 Spellpower: +6 (+1 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +6 Effects on melee hit: * 20% chance to slow global speed by 73% Damage when hit (Melee): 2 nature Changes stats: +3 Str Changes resistances: +3% lightning / +3% nature Changes resistances penetration: +10% nature Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +27.00 Spellpower: +5 (+1 eff.) Mindpower: +7 (+1 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +30 Defense: +33 (+6 eff.) Changes stats: +4 Cun Changes resistances: +37% lightning / +1% physical Changes damage: +17% lightning / +6% mind Mental save: +15 (+4 eff.) Life regen: +4.00 Maximum life: +40.00 Healing mod.: +15% It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Damage when hit (Melee): 2 mind Changes stats: +10 Dex / +1 Wil / +9 Cun Changes resistances: +24% nature / +13% blight Changes resistances penetration: +5% mind / +10% lightning Changes damage: +12% mind Mental save: +9 (+2 eff.) Poison immunity: +25% Disease immunity: +27% Life regen: +20.00 Maximum life: +100.00 Mental crit. chance: +1% Healing mod.: +20% Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +8 (+2 eff.) Changes resistances: +6% lightning / +9% temporal / +3% darkness Disarm immunity: +25% Pinning immunity: +20% Knockback immunity: +25% Life regen: +7.00 Maximum life: +68.00 Movement speed: +10% Healing mod.: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 19 cooldown : Effective talent level: 7.0 Power cost: 19 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 49% for 5 turns. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to slow global speed by 73% Damage when hit (Melee): 2 nature Changes stats: +16 Mag / +8 Wil / +8 Cun Changes resistances: +5% arcane / +18% light Changes damage: +6% arcane Blindness immunity: +49% Spellpower: +27 (+5 eff.) Light radius: +1 Infravision radius: +6 See stealth: +25 See invisible: +17 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +55 (+8 eff.) Changes stats: +9 Str / +2 Mag / +10 Con Changes resistances: +36% lightning Changes resistances penetration: +15% physical Changes damage: +18% lightning / +9% blight / +6% all Maximum vim: +50.00 Spellpower: +20 (+4 eff.) Mindpower: +19 (+4 eff.) Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Armour: +6 Defense: +7 (+1 eff.) Changes stats: +3 Str / +5 Mag / +5 Wil Changes resistances: +6% mind Changes resistances penetration: +10% lightning / +5% mind Spellpower: +5 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 23 power out of 50/50) : Effective talent level: 3.5 Power cost: 23 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 44 Damage (Melee): 8 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 44 Damage (Ranged): 10 physical Changes stats: +7 Cun / +2 Wil Changes resistances: +24% cold Changes resistances penetration: +10% mind Changes damage: +6% temporal / +12% cold Mental save: +4 (+1 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 5.5 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Fatigue: -9% Effects on melee hit: * 43% chance to reduce all saves and defense by 44 Damage (Melee): 35 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 44 Damage (Ranged): 32 physical Changes stats: +10 Str / +9 Cun / +10 Con Changes resistances: +9% mind / +3% cold Changes resistances penetration: +25% lightning / +15% cold Changes damage: +12% cold Maximum encumbrance: +39 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold 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 4 tidal wave that expands slowly over 7 turns, dealing 26.18 cold and 56.15 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 28 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Changes stats: +3 Str / +4 Dex / +12 Mag / +6 Cun Changes resistances: +40% darkness / +9% mind Changes damage: +20% darkness Spell save: +12 (+1 eff.) Spellpower: +13 (+3 eff.) Light radius: +2 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +6 Str / +7 Con Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +12 Physical power: +20 (+3 eff.) Defense: +28 (+5 eff.) Changes stats: +4 Dex Changes resistances: +6% light Life regen: +11.00 Stamina each turn: +3.00 Only die when reaching: -40.00 life Maximum life: +67.00 Healing mod.: +13% It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.5 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +5 Mag / +5 Wil / +4 Cun Changes resistances: +6% cold Changes resistances penetration: +5% lightning Changes damage: +9% cold Stun/Freeze immunity: +31% Life regen: +3.00 Spellpower: +7 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+1 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Blindness immunity: +23% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex / +5 Wil / +4 Cun Critical mult.: +15.00% Life regen: +5.00 Equilibrium when hit: +0.04 Psi when hit: +0.08 Maximum life: +52.00 Maximum hate: +4.00 Mindpower: +9 (+2 eff.) Healing mod.: +12% Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Damage when hit (Melee): 2 lightning Changes stats: +6 Str / +9 Con Changes resistances: +22% acid / +3% temporal / +6% blight / +6% cold / +3% lightning Changes damage: +11% acid Physical save: +6 (+1 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +5 Cun / +7 Dex Changes resistances: +3% cold / +12% fire / +3% darkness / +6% nature Physical save: +8 (+1 eff.) Spell save: +9 (+1 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +25% Pinning immunity: +24% Knockback immunity: +26% Maximum life: +26.00 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +7 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 44 Damage (Melee): 29 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 44 Damage (Ranged): 25 physical Damage when hit (Melee): 6 arcane Changes stats: +6 Mag / +7 Wil / +7 Cun Changes resistances: +3% fire / +28% nature / +5% arcane Changes resistances penetration: +25% fire Changes damage: +14% nature Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Spellpower: +11 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 5.5 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +6 (+1 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +19 Con Changes resistances: +5% arcane / +9% mind Changes resistances penetration: +25% mind Physical save: +18 (+2 eff.) Spell save: +37 (+4 eff.) Maximum stamina: +54.00 Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +35 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Damage (Melee): 19 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 44 Damage (Ranged): 35 physical Damage when hit (Melee): 2 lightning / 4 blight Changes stats: +10 Cun Changes resistances: +9% blight / +5% arcane / +24% lightning Changes resistances penetration: +5% arcane Changes damage: +6% blight / +8% all Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +35 (+6 eff.) Mindpower: +31 (+6 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +20 (+3 eff.) Changes stats: +3 Dex / +8 Mag / +7 Cun Changes resistances: +19% mind / +2% physical Changes damage: +9% physical / +19% mind / +7% all Critical mult.: +25.00% Equilibrium when hit: +0.12 Spellpower: +35 (+6 eff.) Mindpower: +20 (+4 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Changes resistances: +60% acid / +56% fire / +60% lightning / +100% cold Changes resistances penetration: +20% blight Changes damage: +9% temporal / +18% mind / +20% cold Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Physical power: +11 (+2 eff.) Changes stats: +21 Cun / +20 Dex Changes resistances: +18% cold / +6% light / +6% fire Changes damage: +9% mind Disarm immunity: +10% Pinning immunity: +27% Only die when reaching: -20.00 life Maximum life: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +13 (+2 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +20 Changes stats: +10 Str / +10 Dex Changes resistances: +6% nature / +3% blight Changes resistances penetration: +20% light Changes damage: +15% arcane / +3% light Life regen: +21.51 Maximum life: +100.00 Light radius: +3 Healing mod.: +20% Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 44 Damage (Melee): 28 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 44 Damage (Ranged): 30 physical Damage when hit (Melee): 10 blight Changes stats: +10 Cun Changes resistances: +45% acid / +36% cold Changes resistances penetration: +10% acid Changes damage: +18% acid / +18% cold / +12% temporal Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 5.5 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Changes stats: +2 Str Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% light Changes damage: +11% light Spell save: +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.00 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. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +4 Dex / +2 Mag Changes resistances: +15% nature Changes resistances penetration: +20% blight / +20% mind Changes damage: +13% fire / +9% nature / +9% mind Reduces incoming crit damage: 10.00% Mental save: +15 (+4 eff.) Maximum life: +40.00 Maximum stamina: +29.00 Mental crit. chance: +9% See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +6 Con Changes resistances: +30% blight / +3% fire / +15% darkness Changes resistances penetration: +20% blight / +20% fire / +15% arcane Changes damage: +3% arcane / +12% blight Mental save: +15 (+4 eff.) Life regen: +11.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +5 Infravision radius: +6 See stealth: +23 See invisible: +39 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 14 cooldown : Effective talent level: 3.5 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 86 blight damage or heals 103 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. 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 Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 5 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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) Activation costs 14 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 93 power out of 384/400. 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.00 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 14 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Mary Sue the Higher Wanderer level 61
12nd Haze 122nd year of Ascendancy at 01:45 see stats
By Mary Sue the Higher Wanderer level 61
10th Haze 122nd year of Ascendancy at 11:39 see stats
By Mary Sue the Higher Wanderer level 78
23rd Haze 122nd year of Ascendancy at 22:12 see stats
By Mary Sue the Higher Wanderer level 13
23rd Dusk 122nd year of Ascendancy at 09:06 see stats
By Mary Sue the Higher Wanderer level 74
19th Haze 122nd year of Ascendancy at 17:58 see stats
By Mary Sue the Higher Wanderer level 33
76th Dusk 122nd year of Ascendancy at 13:00 see stats
By Mary Sue the Higher Wanderer level 33
76th Dusk 122nd year of Ascendancy at 14:06 see stats
By Mary Sue the Higher Wanderer level 28
47th Dusk 122nd year of Ascendancy at 10:53 see stats
By Mary Sue the Higher Wanderer level 41
2nd Haze 122nd year of Ascendancy at 17:38 see stats
By Mary Sue the Higher Wanderer level 33
49th Dusk 122nd year of Ascendancy at 01:17 see stats
By Mary Sue the Higher Wanderer level 10
9th Mirth 122nd year of Ascendancy at 08:34 see stats
By Mary Sue the Higher Wanderer level 20
41st Dusk 122nd year of Ascendancy at 21:37 see stats
By Mary Sue the Higher Wanderer level 30
47th Dusk 122nd year of Ascendancy at 22:05 see stats
By Mary Sue the Higher Wanderer level 40
2nd Haze 122nd year of Ascendancy at 09:13 see stats
By Mary Sue the Higher Wanderer level 50
7th Haze 122nd year of Ascendancy at 10:10 see stats
By Mary Sue the Higher Wanderer level 43
3rd Haze 122nd year of Ascendancy at 06:31 see stats
By Mary Sue the Higher Wanderer level 33
76th Dusk 122nd year of Ascendancy at 08:25 see stats
By Mary Sue the Higher Wanderer level 10
9th Mirth 122nd year of Ascendancy at 11:38 see stats
By Mary Sue the Higher Wanderer level 74
19th Haze 122nd year of Ascendancy at 20:46 see stats
By Mary Sue the Higher Wanderer level 7
78th Pyre 122nd year of Ascendancy at 14:43 see stats
By Mary Sue the Higher Wanderer level 58
9th Haze 122nd year of Ascendancy at 19:58 see stats
By Mary Sue the Higher Wanderer level 11
2nd Flare 122nd year of Ascendancy at 15:29 see stats
By Mary Sue the Higher Wanderer level 28
47th Dusk 122nd year of Ascendancy at 09:36 see stats
By Mary Sue the Higher Wanderer level 20
42nd Dusk 122nd year of Ascendancy at 03:35 see stats
By Mary Sue the Higher Wanderer level 59
10th Haze 122nd year of Ascendancy at 04:43 see stats
Log
Mary Sue picks up ( .): Morbusreeve the drakeskin leather belt.
Mary Sue picks up ( .): drakeskin leather belt 'Blindtooth'.
There is an item here: voratun battleaxe 'Cindernull' (60-90 power, 4 apr)
There is an item here: enhanced dwarven-steel battleaxe of enduring (32-47 power, 2 apr)
There is an item here: Ce'Nadanne the Brightreeve (74-112 power, 4 apr)
There is an item here: The Gaping Maw (72-108 power, 4 apr)
There is an item here: Khulmanar's Wrath (70-105 power, 8 apr)
There is an item here: Eksatin's Ultimatum (63-94 power, 25 apr)
There is an item here: Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)
Ran for 2 turns (stop reason: object seen).
There is an item here: dragonbone longbow 'Blizzardstinger'
There is an item here: Gysus
There is an item here: Woeenvy the dragonbone longbow
There is an item here: Thaloren-Tree Longbow
There is an item here: Aerariana the dragonbone longbow
Ran for 2 turns (stop reason: object seen).
There is an item here: Trident of the Tides (80-112 power, 20 apr)
Ran for 2 turns (stop reason: object seen).
Mary Sue drops on the floor: drakeskin leather belt 'Blindtooth'.
Your drakeskin leather belt 'Blindtooth' is magically sorted by the storage room and put in a pile with the others items of the same type.
Mary Sue drops on the floor: Morbusreeve the drakeskin leather belt.
Your Morbusreeve the drakeskin leather belt is magically sorted by the storage room and put in a pile with the others items of the same type.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Mary Sue vanishes from sight.