Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Halfling |
Class | Archmage |
Level / Exp | 31 / 85% |
Size | medium |
Lifes / Deaths | Killed by Spacial Disturbance at level 2 on the 75th Pyre 122nd year of Ascendancy at 01:54 3 / 3Killed by Spacial Disturbance at level 2 on the 75th Pyre 122nd year of Ascendancy at 08:07 Killed by elven corruptor at level 24 on the 7th Flare 123rd year of Ascendancy at 18:11 |
Primary Stats
Strength | 36 (base 34) |
Dexterity | 22 (base 19) |
Constitution | 39 (base 29) |
Magic | 50 (base 44) |
Willpower | 50 (base 27) |
Cunning | 31 (base 12) |
Resources
Life | 312/569 |
Mana | 310/405 |
Positive | 0/140 |
Healing Factor | 1 |
Regeneration | 0.45 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -1000 |
Infravision | 13 |
See Stealth | 20 |
See Invisible | 25 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 46 |
Accuracy | 22 |
Crit Chance | 19% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47.453895155758 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 41.466666666667 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Defense: Base
Armour (hardiness) | 22.249360302166 (30%) |
Defense | 24.1 |
Ranged Defense | 24.1 |
Fatigue | 0 |
Physical Save | 45.041666666667 |
Spell Save | 30.4375 |
Mental Save | 46.075 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 14% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 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 258 damage for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 813% for 10 turns and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Arcane | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Spell / Water | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Arcane Power |
talent | Spellcraft |
talent | Shielding |
talent | Arcane Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by venom wyrm. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by magus. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Belyrenne the giant white rat. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 95. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. * You've found the needed vial of wight ectoplasm. 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 bear paw. * You've found the needed red crystal shard. * You've found the needed hummerhorn wing. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed mummified bone. * You've found the needed pouch of faeros ash. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | Islulle the pair of drakeskin leather boots (0 def, 5 armour) Islulle the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +14 (+4 eff.) Armour: +5 Fatigue: -5% Changes stats: +3 Cun / +4 Con Changes resistances: +10% lightning / +10% temporal Maximum encumbrance: +23 Physical save: +30 (+10 eff.) Mental save: +17 (+5 eff.) A pair of boots made of leather. |
Light source | Dรบathedlen Heart Dรบathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 8 power out of 15/15) : Effective talent level: 3.0 Power cost: 8 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 149.21 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 26 power out of 35/35) : Effective talent level: 2.0 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Tool | Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 37 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
On fingers | treant's steel ring of blinding strikes treant's steel ring of blinding strikesPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to blind Effects on ranged hit: * 10% chance to blind Changes resistances: +6% nature / +7% blight Poison immunity: +14% Disease immunity: +12% Rings can have magical properties. |
On fingers | mule's stralite ring of sensing mule's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Maximum encumbrance: +28 Blindness immunity: +39% Infravision radius: +4 See stealth: +5 See invisible: +10 Rings can have magical properties. |
Around waist | Radiancetrail the hardened leather belt Radiancetrail the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 12 light Changes stats: +5 Str / +5 Con Physical save: +8 (+2 eff.) Mental save: +20 (+6 eff.) Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Size category: +1 A belt that goes around your waist. |
In main hand | elven-wood magestaff 'Doursever' (129% power, 5 apr, fire element) elven-wood magestaff 'Doursever' (129% power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes stats: +3 Mag / +2 Wil Changes resistances: +6% darkness Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Maximum encumbrance: +10 Stamina each turn: +0.40 Only die when reaching: -80.00 life Maximum mana: +62.00 Spellpower: +16 (+5 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
On hands | temporal hardened leather gloves of the nighthunter (0 def, 2 armour) temporal hardened leather gloves of the nighthunter (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Damage (Melee): 8 temporal Damage (Ranged): 9 temporal Changes stats: +4 Cun Changes resistances: +10% darkness / +5% temporal Changes damage: +5% temporal Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 35.95 to 44.94 physical damage (based on Willpower and Cunning) with knockback, costing 8 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | spellcowled cashmere cloak of the Shaloren (2 def, 0 armour) spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +5 Wil Spell save: +5 (+2 eff.) Maximum mana: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 40/40) : Effective talent level: 2.0 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 230 (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. |
Inventory
heroism infusion (+6 for 8 turns, die at -261) heroism infusion (+6 for 8 turns, die at -261)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 8 turns. While Heroism is active, you will only die when reaching -261 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+6 for 9 turns, die at -100) heroism infusion (+6 for 9 turns, die at -100)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -100 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the sneak (23 nature damage, 25% healing reduction) insidious poison infusion of the sneak (23 nature damage, 25% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 23.01 nature damage per turn for 7 turns, and reducing the target's healing received by 25%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (431% speed; 5 turns) movement infusion of the sneak (431% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 431% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 6; power 20; turns 3; dispells darkness) sun infusion (rad 6; power 20; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 21%; cure magical) wild infusion (resist 21%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 magical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Foundations Elixir of FoundationsInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional generic talent points. A vial of murky white fluid. |
acid wave rune (69 acid damage; dur 5; apply 21) acid wave rune (69 acid damage; dur 5; apply 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 69.36 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 21. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (91 cold damage; 47 apply power) biting gale rune of the wizard (91 cold damage; 47 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 91.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 47. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 9 for 6 turns) invisibility rune (power 9 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 9) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (146 lightning damage) lightning rune (146 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 48.96 to 146.88 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (192 lightning damage) lightning rune of the psychic (192 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 64.26 to 192.78 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 10; power 36; dur 5) phase door rune of the psychic (range 10; power 36; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 13; power 32; dur 5) phase door rune of the warrior (range 13; power 32; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 271 for 4 turns) shielding rune (absorb 271 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 271 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 299 for 4 turns) shielding rune of the psychic (absorb 299 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 299 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 246 for 5 turns) shielding rune of the warrior (absorb 246 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 246 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 ability. |
teleportation rune of the psychic (range 84) teleportation rune of the psychic (range 84)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 84 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 ability. |
teleportation rune of the warrior (range 70) teleportation rune of the warrior (range 70)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 70 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the wizard (radius 10; dur 12; see animal) vision rune of the wizard (radius 10; dur 12; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 20) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any animal around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 45 power out of 60/60) : Effective talent level: 2.6 Power cost: 45 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Velonne the Cinderstreak Velonne the CinderstreakInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% fire / +5% physical Stamina each turn: +0.20 Infravision radius: +1 Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused 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... |
cleansing gold amulet of vision cleansing gold amulet of visionInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% nature / +16% blight Blindness immunity: +18% Poison immunity: +26% Disease immunity: +23% Infravision radius: +5 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
grounding gold amulet grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% lightning Stun/Freeze immunity: +31% Amulets can have magical properties. |
grounding stralite amulet of cunning (+2) grounding stralite amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +14% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. |
insulating steel amulet insulating steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% fire / +12% cold Amulets can have magical properties. |
warrior's gold amulet of willpower (+3) warrior's gold amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +7% physical Stamina each turn: +0.50 Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
marksman's steel ring of sensing marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Blindness immunity: +22% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings can have magical properties. |
mule's steel ring of lightning (+22%) mule's steel ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% lightning Changes damage: +11% lightning Maximum encumbrance: +20 Rings can have magical properties. |
pixie's gold ring of light (+30%) pixie's gold ring of light (+30%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes resistances: +30% light Changes damage: +15% light Spellpower: +5 (+1 eff.) Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings can have magical properties. |
steel ring of fire (+22%) steel ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Defense: +9 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +7 (+2 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
stralite ring 'Festerprophet' stralite ring 'Festerprophet'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +21 (+10 eff.) Armour penetration: +7 Defense: +10 (+5 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Dex / +6 Mag / +6 Wil Changes resistances penetration: +5% arcane / +10% nature Spellpower: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
titan's stralite ring titan's stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+4 eff.) Rings can have magical properties. |
warrior's copper ring of nature (+22%) warrior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings can have magical properties. |
Star (129% power, 20 apr) Star (129% power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 129% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Acera (140% power, 4 apr) Acera (140% power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 23 power out of 30/30) : Effective talent level: 4.0 Power cost: 23 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infect your target with a corrosive worm that deals 33.07 acid damage per turn for 10 turns. If the target dies while the worm is inside, it will explode, doing 133.78 acid damage in a radius of 4. The damage will increase with your Spellpower, and can critical. This warped, blackened sword drips acid from its countless pores. |
stralite mace 'Voraldamina' (146% power, 5 apr) stralite mace 'Voraldamina' (146% power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Power: 146% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +6 (+3 eff.) Changes resistances penetration: +16% mind / +16% darkness Changes damage: +3% mind Critical mult.: +10.00% Disarm immunity: +35% Blunt and deadly. |
dreamer's pulsing mindstar of the jelly (108% power, 32 apr, nature damage) dreamer's pulsing mindstar of the jelly (108% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar dreams of an epiphany. Power: 108% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% mind Changes damage: +5% acid Mental save: +6 (+2 eff.) Equilibrium when hit: +1.10 Maximum psi: +12.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ranger's reinforced leather sling of fire ranger's reinforced leather sling of fireRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +16 fire When wielded/worn: Changes stats: +5 Dex Changes damage: +8% fire Slings are used to hurl stones or metal shots at your foes. |
Bolbum's Big Knocker (176% power, 10 apr, physical element) Bolbum's Big Knocker (176% power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+4 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 7 power out of 20/20) : Effective talent level: 2.0 Power cost: 7 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Boreblek (129% power, 5 apr, arcane element) Boreblek (129% power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% fire Changes damage: +25% arcane Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Pinning immunity: +30% Spellpower: +16 (+5 eff.) Spell crit. chance: +7% It can be used to project a bolt from the staff (to range 9) dealing 47.62 - 57.14 arcane damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Ravenshaper RavenshaperInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Cun / +3 Wil Changes resistances: +6% darkness Grants telepathy: Dragon Mental save: +7 (+2 eff.) Maximum life: +56.00 A belt that goes around your waist. |
blurring hardened leather belt of carrying blurring hardened leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +12 (+6 eff.) Fatigue: -5% Stealth bonus: +7 Maximum encumbrance: +24 A belt that goes around your waist. |
insulating hardened leather belt of burglary insulating hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +8 Lck Changes resistances: +8% fire / +8% cold Trap disarming bonus: +11 Stealth bonus: +7 Infravision radius: +3 A belt that goes around your waist. |
noble's hardened leather belt of shielding noble's hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Reduced damage from: +21% Summoned It can be used to create a temporary shield that absorbs 176 damage, putting all charms on cooldown for 23 turns. A belt that goes around your waist. |
noble's rough leather belt of unlife noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +3 Mag / +3 Cun / +7 Lck Trap disarming bonus: +11 Stealth bonus: +8 Mana each turn: +0.18 Maximum mana: +24.00 Infravision radius: +3 A belt that goes around your waist. |
Lustreclamor the cashmere cloak (9 def, 0 armour) Lustreclamor the cashmere cloak (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +6% acid / +6% fire / +15% darkness / +6% temporal Changes resistances penetration: +8% darkness Changes damage: +8% darkness Stealth bonus: +7 Physical save: +7 (+2 eff.) Spell save: +10 (+5 eff.) Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Iron Throne (2 def, 7 armour) thick cashmere cloak of Iron Throne (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +21% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Siluribeth (2 def, 0 armour) Siluribeth (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +19% lightning / +3% darkness / +3% nature Changes damage: +13% lightning Stun/Freeze immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of life (2 def, 0 armour) dreamer's cashmere robe of life (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +8% blight / +13% mind / +10% darkness Physical save: +13 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +22 (+7 eff.) Life regen: +1.70 Maximum life: +55.00 Healing mod.: +12% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of life (3 def, 0 armour) silk robe of life (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +8% blight Life regen: +1.50 Maximum life: +46.00 Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of protection (4 def, 3 armour) verdant cashmere robe of protection (4 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Changes stats: +5 Con Changes damage: +5% nature Physical save: +17 (+5 eff.) Poison immunity: +20% Disease immunity: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adekira (0 def, 4 armour) Adekira (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes stats: +3 Dex / +1 Wil / +1 Cun Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +31 Physical save: +9 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of dwarven-steel boots of rushing (0 def, 4 armour) dreamer's pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +3 Con Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 19 cooldown : Effective talent level: 3.0 Power cost: 19 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of hardened leather boots of phasing (0 def, 3 armour) dreamer's pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Mag / +3 Wil Physical save: +8 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 19 turns. A pair of boots made of leather. |
pair of hardened leather boots of speed (0 def, 3 armour) pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Movement speed: +20% A pair of boots made of leather. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 12 power out of 16/16) : Effective talent level: 3.9 Power cost: 12 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 48.07 to 144.20 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
blighted dwarven-steel gauntlets of dispersion (0 def, 2 armour) blighted dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane / 7 blight Changes stats: +5 Mag / +4 Wil Changes resistances: +5% arcane / +7% blight Changes damage: +4% blight It can be used to activate talent Disperse Magic, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves (0 def, 2 armour)hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets of the starseeker (0 def, 5 armour) heroic dwarven-steel gauntlets of the starseeker (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +3 Cun / +2 Mag Changes resistances: +7% light / +6% darkness Mental save: +8 (+2 eff.) Maximum life: +52.00 Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 60.12 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic iron gauntlets of magic (+3) (0 def, 4 armour) heroic iron gauntlets of magic (+3) (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Changes stats: +3 Mag Changes damage: +4% arcane Mental save: +6 (+2 eff.) Maximum life: +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves of the nighthunter (0 def, 2 armour) steady hardened leather gloves of the nighthunter (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+7 eff.) Armour: +2 Changes stats: +2 Cun Changes resistances: +9% darkness Physical save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +24% Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betemira the cashmere wizard hat (2 def, 0 armour) Betemira the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% temporal Changes damage: +6% blight / +12% temporal Pinning immunity: +5% Knockback immunity: +5% Mana when firing critical spell: +2.00 Spell crit. chance: +4% A pointy cloth hat, very wizardly... |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness / 10 vim draining blight Changes stats: +5 Mag / +8 Wil / +3 Cun Changes resistances penetration: +5% lightning / +10% arcane Changes damage: +14% blight / +9% arcane / +3% mind Maximum vim: +25.00 Spell crit. chance: +4% Mindpower: +4 (+1 eff.) It can be used to activate talent Vimsense (costing 19 power out of 45/45) : Effective talent level: 2.0 Power cost: 19 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 17%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
aegis cashmere wizard hat (2 def, 0 armour) aegis cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Life regen: +1.60 Damage Shield Power: +5% A pointy cloth hat, very wizardly... |
cleansing hardened leather cap of the depths (0 def, 3 armour) cleansing hardened leather cap of the depths (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% blight / +11% cold / +6% nature Allows you to breathe in: water A cap made of leather. |
eldritch cashmere wizard hat (2 def, 0 armour) eldritch cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Mana each turn: +1.50 Mana when hit: +1.00 Maximum mana: +49.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 10 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. grounding cashmere wizard hat of corrosion (+24%) (2 def, 0 armour)grounding cashmere wizard hat of corrosion (+24%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +24% acid / +7% temporal / +5% lightning Changes damage: +16% acid A pointy cloth hat, very wizardly... |
Piercing Gaze (5 def, 25 armour, 180 block) Piercing Gaze (5 def, 25 armour, 180 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows 'Beluroddazilarain' (18/18, 143% power, 10 apr)quiver of yew arrows 'Beluroddazilarain' (18/18, 143% power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 143% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 18 On weapon hit: * 40% chance to corrode armour Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +4 acid Arrows are used with bows to pierce your foes to death. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
196 alchemist agate 196 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
12 onyx 12 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
14 aquamarine 14 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Brandfoe the iron pickaxe (dig speed 38 turns) Brandfoe the iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +1 Str Changes resistances: +3% lightning / +3% fire / +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of delving (dig speed 27 turns) dwarven-steel pickaxe of delving (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Con Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. Rungof's FangRungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
9 emerald 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (107 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% fire / +6% cold / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 52 power out of 70/70) : Effective talent level: 2.0 Power cost: 52 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 38.46 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 30 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp of the sun alchemist's lamp of the sunPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% darkness Changes damage: +6% light Damage affinity(heal): +5% light Light radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 36.95 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Halehek' brass lantern 'Halehek'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Wil Hate when firing a critical mind attack: +1.00 Maximum life: +43.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +45.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
burglar's alchemist's lamp of the moons burglar's alchemist's lamp of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +7% light Changes damage: +7% darkness Damage affinity(heal): +5% darkness Light radius: -7 Infravision radius: +8 It can be used to activate talent Moonlight Ray, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 138.24 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 74 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 150 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
hateful dwarven-steel torque of mindblast [power 177] (5 cooldown) hateful dwarven-steel torque of mindblast [power 177] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 8 beam (dam 88-177), putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
quiet dwarven-steel torque of kinetic psionic shield [power 79] (15 cooldown) quiet dwarven-steel torque of kinetic psionic shield [power 79] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 79 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 25] (15 cooldown) ash totem of thorny skin [power 25] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
natural yew totem of cure ailments [power 2] (8 cooldown) natural yew totem of cure ailments [power 2] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 6 equilibrium. Natural totems are made by powerful wilders to store nature power. |
warded yew totem of cure ailments [power 2] (8 cooldown) warded yew totem of cure ailments [power 2] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +3 acid / +3 nature / +3 light Talent granted: +1 Ward It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments [power 2] (8 cooldown) yew totem of cure ailments [power 2] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
13 amethyst 13 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of trap destruction [power 19] (12 cooldown) elm wand of trap destruction [power 19] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (19 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 quartz 10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By magus the Halfling Archmage level 27
70th Haze 123rd year of Ascendancy at 18:44 see stats
By magus the Halfling Archmage level 29
12nd Regrowth 124th year of Ascendancy at 23:24 see stats
By magus the Halfling Archmage level 12
57th Haze 122nd year of Ascendancy at 01:52 see stats
By magus the Halfling Archmage level 28
4th Decay 123rd year of Ascendancy at 13:49 see stats
By magus the Halfling Archmage level 17
66th Regrowth 123rd year of Ascendancy at 12:18 see stats
By magus the Halfling Archmage level 21
61st Pyre 123rd year of Ascendancy at 06:21 see stats
By magus the Halfling Archmage level 26
36th Haze 123rd year of Ascendancy at 00:31 see stats
By magus the Halfling Archmage level 10
61st Dusk 122nd year of Ascendancy at 05:10 see stats
By magus the Halfling Archmage level 20
24th Pyre 123rd year of Ascendancy at 05:12 see stats
By magus the Halfling Archmage level 30
45th Regrowth 124th year of Ascendancy at 03:05 see stats
By magus the Halfling Archmage level 30
45th Regrowth 124th year of Ascendancy at 03:37 see stats
By magus the Halfling Archmage level 2
75th Pyre 122nd year of Ascendancy at 08:24 see stats
By magus the Halfling Archmage level 28
79th Haze 123rd year of Ascendancy at 18:41 see stats
By magus the Halfling Archmage level 10
61st Dusk 122nd year of Ascendancy at 05:12 see stats
By magus the Halfling Archmage level 13
20th Regrowth 123rd year of Ascendancy at 16:00 see stats
By magus the Halfling Archmage level 21
51st Pyre 123rd year of Ascendancy at 11:31 see stats
By magus the Halfling Archmage level 31
73rd Regrowth 124th year of Ascendancy at 09:35 see stats
By magus the Halfling Archmage level 21
30th Pyre 123rd year of Ascendancy at 11:03 see stats
By magus the Halfling Archmage level 26
67th Haze 123rd year of Ascendancy at 16:03 see stats
Log
New Achievement: Dreaming my dreams!
Option unlocked: New Class: Solipsist (Psionic)
As your mind-mouse enters the dream portal you suddenly wake up. You feel good!
Talent Lightning is ready to use.
Magus casts Flame.
Venom drake hatchling is on fire!
magus hits Venom drake hatchling for 150 fire damage.
Burning from Magus hits Venom drake hatchling for 60 fire damage.
Talent Manathrust is ready to use.
Magus casts Lightning.
magus hits Venom drake hatchling for 178 lightning damage.
Burning from Magus hits Venom drake hatchling for 60 fire damage.
Magus casts Manathrust.
magus hits Venom drake hatchling for 220 arcane damage.
magus killed Venom drake hatchling!
Talent Flame is ready to use.
Talent Lightning is ready to use.
You pickup 0.55 gold pieces.
Ran for 3 turns (stop reason: hostile spotted to the west (venom drake hatchling)).
Talent Manathrust is ready to use.
Magus deactivates Spellcraft.
Magus deactivates Shielding.
Magus deactivates Arcane Shield.
Magus deactivates Stone Skin.
Magus deactivates Arcane Power.