Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Archmage |
| Level / Exp | 48 / 69% |
| Size | small |
| Lifes / Deaths | Killed by Wazik at level 16 on the 43rd Dusk 122nd year of Ascendancy at 23:35 5 / 2Killed by champion of Urh'Rok at level 29 on the 20th Pyre 123rd year of Ascendancy at 16:56 |
Primary Stats
| Strength | 46 (base 20) |
| Dexterity | 36 (base 14) |
| Constitution | 81 (base 60) |
| Magic | 96 (base 62) |
| Willpower | 48 (base 28) |
| Cunning | 106 (base 45) |
Resources
| Life | 1227/1227 |
| Mana | 294/294 |
| Positive | 59/171 |
| Healing Factor | 1.1 |
| Regeneration | 4.675 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +16% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 4 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 46 |
| Crit Chance | 63% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 77.913460384987 |
| Crit Chance | 77% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51.333333333333 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Light | +15% |
| Blight | +20% |
| Darkness | +29% |
| Fire | +76% |
| All | +10% |
Offense: Damage Penetration
| Lightning | +51% |
| Fire | +79% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 53.366666666667 |
| Ranged Defense | 53.366666666667 |
| Fatigue | 1 |
| Physical Save | 56.014789158689 |
| Spell Save | 36.997183738034 |
| Mental Save | 37.8875 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 25%( 75%) |
| Cold | + 28%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 60%( 70%) |
| Light | + 25%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 22% for 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 322 life. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1226% over 10 turns and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 9 turns. Also while Heroism is active, you will only die when reaching -873 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Wildfire | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Celestial / Light | 0.80 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Hurricane |
| talent | Burning Wake |
| talent | Tempest |
| talent | Arcane Power |
| talent | Wildfire |
| talent | Arcane Shield |
| talent | Shielding |
| talent | Chant of Fortitude |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| detrimental effect | Zone-wide effect: +10% blight damage, -10% blight resistance, -20% healing mod, -20% disease immunity. Miasma |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * 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: 907. | 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 |
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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 5, doing 47.22 cold damage and 47.22 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | eldritch cashmere wizard hat of arcana (2 def, 0 armour) eldritch cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Mag / +5 Wil Mana each turn: +1.20 Mana when hit: +1.60 Maximum mana: +55.00 Spellpower: +9 It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 17 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Velorewen (dig speed 15 turns) Velorewen (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 Changes stats: +2 Str / +1 Mag Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +8 Damage Shield penetration: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Isora the voratun ring Isora the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 Armour penetration: +15 Defense: +51 Changes stats: +17 Cun / +1 Wil Damage when the wearer hits(melee): 18 gloom / 40 bleed Changes resistances: +38% darkness Changes damage: +19% darkness Grants telepathy: Dragon Mental save: +6 Hate when firing a critical mind attack: +4.00 Hate per kill: +1.00 Maximum hate: +15.00 Maximum psi: +10.00 Mental crit. chance: +2% Life regen bonus (wilder-summons): +1.00 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | solipsist's voratun ring of speed solipsist's voratun ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 Defense: +12 Changes stats: +7 Cun / +6 Wil Mindpower: +8 Movement speed: +16% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 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 31% for 5 turns. Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | infernal dragonbone magestaff of blasting (30-36 power, 6 apr, fire damage) infernal dragonbone magestaff of blasting (30-36 power, 6 apr, fire damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer hits(melee): 29 shadowflame Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +28 Spell crit. chance: +12% See invisible: +10 It can be used to project damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Fahln's Dad (0 def, 3 armour) Fahln's Dad (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 Physical crit. chance: +20.0% Armour: +3 Changes stats: +6 Cun Damage when the wearer hits(melee): 40 mind / 10 darkness Damage when the wearer is hit: 12 nature Changes resistances: +15% darkness / +6% fire Changes damage: +6% fire Critical mult.: +30.00% Mental save: -5 Life regen: +4.00 Stamina each turn: +1.80 Psi when firing a critical mind attack: +3.00 Maximum stamina: +34.00 Spell crit. chance: +20% Mindpower: +10 Mental crit. chance: +17% Infravision radius: +3 It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Changes stats: +6 Cun / +6 Mag Damage when the wearer hits(melee): 30 fire / 15 light Damage when the wearer hits(ranged): 30 fire / 15 light Damage when the wearer is hit: 30 fire Changes resistances: +20% fire / -5% cold / +12% light Changes resistances penetration: +15% fire / +10% light Changes damage: +10% all / +5% light / +20% fire Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 7.2 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 7, knocking back anything caught inside and setting them ablaze, doing 380.33 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
| Cloak | Urthetir the elven-silk cloak (3 def, 0 armour) Urthetir the elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +17 Str / +9 Dex / +1 Wil / +4 Cun / +16 Con Damage when the wearer hits(melee): 6 blight Damage when the wearer is hit: 4 arcane Talent mastery: +0.40 Technique / Combat training Physical save: +30 Spell save: -30 Stamina each turn: +1.50 Mana each turn: -0.52 Maximum life: +204.00 Defense after a teleport: +15 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ivebrewyn IvebrewynCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +6% acid Talent mastery: +0.40 Spell / Wildfire Disarm immunity: +10% Knockback immunity: +15% Amulets can have magical properties. |
Inventory
Infusion of Wild Growth (Rad 5 for 5 turns) Infusion of Wild Growth (Rad 5 for 5 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 5 turns, pinning them in place and dealing 71.43 physical damage and 142.85 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+20 for 9 turns, die at -642) heroism infusion of the sneak (+20 for 9 turns, die at -642)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: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 9 turns. Also while Heroism is active, you will only die when reaching -642 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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 (922% speed; 5 turns) movement infusion of the sneak (922% 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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 922% 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. |
movement infusion of the warrior (638% speed; 5 turns) movement infusion of the warrior (638% 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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 638% 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 Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (851% speed; 5 turns) movement infusion of the warrior (851% 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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 851% 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 Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 31%; cure magical) wild infusion of the wizard (resist 31%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 31% for 5 turns. 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 ability. |
wild infusion of the wizard (resist 25%; cure mental) wild infusion of the wizard (resist 25%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 25% for 6 turns. 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 ability. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of Reflection (absorb and reflect 388 for 5 turns) Rune of Reflection (absorb and reflect 388 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 244 damage for 5 turns. The effect will scale with your magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (342.00 temporal damage, removed from time 4 turns) Rune of the Rift (342.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 376.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
manasurge rune of the sneak (1031% regen over 10 turns; 52 instant mana) manasurge rune of the sneak (1031% regen over 10 turns; 52 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1031% over 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning 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 sneak (absorb 432 for 4 turns) shielding rune of the sneak (absorb 432 for 4 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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 432 damage for 4 turns. Its effects scale with your Cunning 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 titan (absorb 331 for 5 turns) shielding rune of the titan (absorb 331 for 5 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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 331 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 393 for 5 turns) shielding rune of the titan (absorb 393 for 5 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: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 393 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 541 for 6 turns) shielding rune of the wizard (absorb 541 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: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 541 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Falazor the Taintwaker Falazor the TaintwakerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +5% arcane Changes resistances penetration: +5% nature Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 blinding Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 24 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. |
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 60 power out of 60/60) : Effective talent level: 2.6 Power cost: 60 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. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +80% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 Spell crit. chance: +4% See invisible: +20 No force can hope to silence the wearer of this amulet. |
archmage's stralite amulet of murder archmage's stralite amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +5 Armour penetration: +6 Physical crit. chance: +5.0% Changes damage: +4% fire / +6% cold / +5% lightning / +4% acid Critical mult.: +13.00% Spellpower: +4 Spell crit. chance: +3% Amulets can have magical properties. |
copper amulet of the fish copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% cold Allows you to breathe in: water Amulets can have magical properties. |
starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% darkness / +10% light Blindness immunity: +20% Amulets can have magical properties. |
wanderer's stralite amulet of magic (+5) wanderer's stralite amulet of magic (+5)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +5 Dex / +5 Mag / +7 Cun / +5 Con Life regen: +1.10 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Adyssra AdyssraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Changes stats: +9 Str / +2 Wil Damage when the wearer hits(melee): 2 arcane Changes resistances penetration: +15% blight Spellpower on spell critical (stacks up to 3 times): +6 Rings can have magical properties. |
Aerosta the Skywyrd Aerosta the SkywyrdInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% lightning Changes damage: +9% lightning Mental save: +6 Confusion immunity: +28% Rings can have magical properties. |
Blazewar BlazewarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +1 Str / +1 Cun / +1 Con Damage when the wearer hits(melee): 2 fire Maximum encumbrance: +25 Infravision radius: +3 Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck 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. |
Searzeal SearzealPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +6% acid / +9% fire Changes resistances penetration: +10% fire / +10% acid Changes damage: +6% acid Silence immunity: +39% Mana each turn: +0.34 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
conjurer's gold ring of misery conjurer's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil / +1 Cun Damage when the wearer hits(melee): 12 gloom / 20 bleed Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
conjurer's stralite ring of life conjurer's stralite ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +5 Wil Life regen: +1.30 Maximum life: +68.00 Spellpower: +8 Healing mod.: +18% Rings can have magical properties. |
copper ring 'Isevena' copper ring 'Isevena'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Physical crit. chance: +1.0% Silence immunity: +22% Mana each turn: +0.11 Rings can have magical properties. |
copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
copper ring of pilfering copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 Armour penetration: +8 Defense: +8 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
rogue's copper ring of power rogue's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Defense: +6 Changes stats: +3 Cun Spellpower: +6 Mindpower: +6 Rings can have magical properties. |
solipsist's gold ring of tenacity solipsist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Disarm immunity: +32% Pinning immunity: +27% Knockback immunity: +22% Maximum life: +24.00 Mindpower: +7 Rings can have magical properties. |
Darkbore (30-36 power, 6 apr, fire damage) Darkbore (30-36 power, 6 apr, fire damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +4 light Burst (radius 1) on hit: +8 darkness Damage conversion: 10% darkness When wielded/worn: Changes resistances: +3% light Changes resistances penetration: +10% darkness / +5% light Changes damage: +30% fire Talent granted: +1 Command Staff Mana each turn: +0.46 Maximum mana: +163.00 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone starstaff of breaching (40-48 power, 6 apr, physical damage) magelord's dragonbone starstaff of breaching (40-48 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Damage when the wearer hits(melee): 21 arcane Changes resistances penetration: +20% physical Changes damage: +40% physical Talent granted: +1 Command Staff Maximum mana: +35.00 Spellpower: +24 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of invocation (38-45.6 power, 6 apr, lightning damage) magewarrior's short dragonbone magestaff of invocation (38-45.6 power, 6 apr, lightning damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 38.0 - 45.6 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 Physical crit. chance: +6.0% Physical power: +10 Damage when the wearer hits(melee): 13 silence Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +29 Spell crit. chance: +12% It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Aerahir the Pyrehack Aerahir the PyrehackInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +30 Changes stats: +11 Str / +12 Con Damage when the wearer hits(melee): 4 fire / 8 blight Damage when the wearer is hit: 12 blight Changes resistances: +21% fire / +15% cold Changes resistances penetration: +5% mind Physical save: +30 Size category: +2 A belt that goes around your waist. |
murderer's cashmere cloak of sorcery (2 def, 0 armour) murderer's cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +3 Armour penetration: +6 Defense: +2 Changes stats: +3 Dex / +4 Mag / +3 Wil / +2 Cun Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of mindcraft (2 def, 0 armour) resilient cashmere cloak of mindcraft (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Cun / +3 Wil Maximum life: +32.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (8 def, 2 armour) Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Changes stats: +6 Cun / +6 Mag Damage when the wearer is hit: 18 fire Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Malurab (0 def, 3 armour) Malurab (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Critical mult.: +5.00% Physical save: +9 Mental save: +6 Stamina each turn: +0.70 Maximum stamina: +21.00 A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +2 Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
hardened leather cap 'Abysstouch' (0 def, 3 armour) hardened leather cap 'Abysstouch' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Con Damage when the wearer hits(melee): 2 lightning Changes resistances: +3% fire Changes resistances penetration: +5% fire Changes damage: +15% fire A cap made of leather. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / black ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +25% nature / +10% cold / +10% darkness When used to imbue an object: Changes stats: +25 Con Changes resistances: +25% nature / +10% cold / +10% darkness A piece of the scorched wood taken from the remains of Snaproot. |
421 alchemist agate 421 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. |
dwarven-steel pickaxe 'Xerora' (dig speed 15 turns) dwarven-steel pickaxe 'Xerora' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +7 Changes stats: +2 Str Critical mult.: +18.00% Psi when firing a critical mind attack: +1.00 Psi per kill: +3.00 Maximum hate: +4.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
turquoise 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 Gems can be sold for money or used in arcane rituals. |
Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% arcane / +6% fire / +6% cold / +6% lightning / +6% acid Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10.0 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 47.45 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. |
preserving alchemist's lamp of illusion preserving alchemist's lamp of illusionInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +7 Changes stats: +2 Con Changes resistances: +8% blight Physical save: +10 Spell save: +13 Mental save: +12 Life regen: +3.10 Light radius: +3 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when the wearer is hit: 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
46 alchemist bloodstone 46 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 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% Gems can be sold for money or used in arcane rituals. |
ruby 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 Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
psionic iron torque of psychoportation [power 21] (30 cooldown) psionic iron torque of psychoportation [power 21] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 21), placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 1 psi. Torques are made by powerful psionics to store psionic powers. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +8 Mag Damage when the wearer is hit: 16 temporal darkness Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spell save: +15 Spellpower: +3 It can be used to release a burst of void energy, costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet is solid, though light in weight. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 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. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 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 Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Wazik the Halfling Archmage level 31
26th Pyre 123rd year of Ascendancy at 16:00 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Wazik the Halfling Archmage level 46
69th Haze 123rd year of Ascendancy at 20:58 see stats
Against all odds
Killed Ukruk in the ambush.By Wazik the Halfling Archmage level 30
24th Pyre 123rd year of Ascendancy at 09:59 see stats
Arachnophobia
Destroyed the spydric menace.By Wazik the Halfling Archmage level 34
42nd Pyre 123rd year of Ascendancy at 21:20 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Wazik the Halfling Archmage level 36
2nd Mirth 123rd year of Ascendancy at 22:23 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Wazik the Halfling Archmage level 43
35th Haze 123rd year of Ascendancy at 18:32 see stats
Brave new world
Went to the Far East and took part in the war.By Wazik the Halfling Archmage level 33
39th Pyre 123rd year of Ascendancy at 08:04 see stats
Bringer of Doom
Killed a Bringer of Doom.By Wazik the Halfling Archmage level 20
77th Dusk 122nd year of Ascendancy at 21:17 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Wazik the Halfling Archmage level 23
75th Haze 122nd year of Ascendancy at 22:30 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Wazik the Halfling Archmage level 12
10th Dusk 122nd year of Ascendancy at 05:06 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Wazik the Halfling Archmage level 47
2nd Decay 123rd year of Ascendancy at 13:13 see stats
Destroyer of the creation
Killed Slasul.By Wazik the Halfling Archmage level 35
69th Pyre 123rd year of Ascendancy at 15:11 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Wazik the Halfling Archmage level 32
35th Pyre 123rd year of Ascendancy at 18:48 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Wazik the Halfling Archmage level 21
61st Haze 122nd year of Ascendancy at 16:55 see stats
Exterminator
Killed 1000 creatures.By Wazik the Halfling Archmage level 17
54th Dusk 122nd year of Ascendancy at 10:39 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Wazik the Halfling Archmage level 21
60th Haze 122nd year of Ascendancy at 23:41 see stats
Fear me not!
Survived the Fearscape!By Wazik the Halfling Archmage level 24
68th Regrowth 123rd year of Ascendancy at 01:38 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Wazik the Halfling Archmage level 48
6th Allure 124th year of Ascendancy at 17:36 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Wazik the Halfling Archmage level 35
69th Pyre 123rd year of Ascendancy at 16:41 see stats
Fool of a Took!
Killed oneself as a halfling.By Wazik the Halfling Archmage level 16
43rd Dusk 122nd year of Ascendancy at 23:35 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Wazik the Halfling Archmage level 34
47th Pyre 123rd year of Ascendancy at 08:22 see stats
Guiding Hand
Saved all escorted adventurers.By Wazik the Halfling Archmage level 30
24th Pyre 123rd year of Ascendancy at 07:22 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Wazik the Halfling Archmage level 21
53rd Haze 122nd year of Ascendancy at 14:19 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Wazik the Halfling Archmage level 38
3rd Mirth 123rd year of Ascendancy at 04:20 see stats
Level 10
Got a character to level 10.By Wazik the Halfling Archmage level 10
10th Mirth 122nd year of Ascendancy at 08:51 see stats
Level 20
Got a character to level 20.By Wazik the Halfling Archmage level 20
70th Dusk 122nd year of Ascendancy at 07:45 see stats
Level 30
Got a character to level 30.By Wazik the Halfling Archmage level 30
23rd Pyre 123rd year of Ascendancy at 00:40 see stats
Level 40
Got a character to level 40.By Wazik the Halfling Archmage level 40
19th Dusk 123rd year of Ascendancy at 17:32 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Wazik the Halfling Archmage level 2
74th Pyre 122nd year of Ascendancy at 21:50 see stats
Orcrist
Killed the leaders of the Orc Pride.By Wazik the Halfling Archmage level 48
3rd Decay 123rd year of Ascendancy at 16:35 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Wazik the Halfling Archmage level 20
5th Haze 122nd year of Ascendancy at 14:36 see stats
Size is everything
Did over 1500 damage in one attack.By Wazik the Halfling Archmage level 44
48th Haze 123rd year of Ascendancy at 22:32 see stats
Size matters
Did over 600 damage in one attack.By Wazik the Halfling Archmage level 25
79th Regrowth 123rd year of Ascendancy at 19:17 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Wazik the Halfling Archmage level 32
36th Pyre 123rd year of Ascendancy at 00:10 see stats
That was close
Killed your target while having only 1 life left.By Wazik the Halfling Archmage level 44
43rd Haze 123rd year of Ascendancy at 21:19 see stats
The Arena
Unlocked Arena mode.By Wazik the Halfling Archmage level 7
2nd Mirth 122nd year of Ascendancy at 08:58 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Wazik the Halfling Archmage level 48
3rd Decay 123rd year of Ascendancy at 18:23 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Wazik the Halfling Archmage level 38
10th Flare 123rd year of Ascendancy at 11:29 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Wazik the Halfling Archmage level 26
6th Pyre 123rd year of Ascendancy at 09:29 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Wazik the Halfling Archmage level 17
55th Dusk 122nd year of Ascendancy at 03:05 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Wazik the Halfling Archmage level 30
23rd Pyre 123rd year of Ascendancy at 04:28 see stats
Log
You gain 9.80 gold from the transmogrification of reinforced drakeskin leather belt of containment.
You gain 7.99 gold from the transmogrification of inquisitor's voratun waraxe of shearing (41-57.4 power, 6 apr).
You gain 15.25 gold from the transmogrification of void walker's dragonbone starstaff of might (30-36 power, 6 apr, darkness damage).
You gain 12.11 gold from the transmogrification of greater dragonbone magestaff of protection (30-36 power, 6 apr, fire damage).
You gain 6.76 gold from the transmogrification of ethereal elm vilestaff of breaching (10-12 power, 2 apr, darkness damage).
You gain 7.46 gold from the transmogrification of dragonbone vilestaff of channeling (30-36 power, 6 apr, blight damage).
You gain 14.45 gold from the transmogrification of bloodlich's dragonbone starstaff (30-36 power, 6 apr, light damage).
You gain 6.35 gold from the transmogrification of swiftstrike drakeskin leather sling of power.
You gain 9.26 gold from the transmogrification of psychic's drakeskin leather sling of nature.
You gain 12.80 gold from the transmogrification of Ce'Nygarin.
You gain 7.94 gold from the transmogrification of summoner's living mindstar of frost (15.5-17.05 power, 40 apr, nature damage).
You gain 7.24 gold from the transmogrification of mitotic living mindstar of frost (17.5-19.25 power, 40 apr, nature damage).
You gain 10.80 gold from the transmogrification of Xildata the voratun longsword (56.5-79.1 power, 6 apr).
You gain 5.53 gold from the transmogrification of mage-hunter's dragonbone longbow of dampening.
You gain 12.70 gold from the transmogrification of dragonbone longbow 'Xerathra'.
You gain 11.00 gold from the transmogrification of glacial voratun greatsword of rage (62.5-100 power, 4 apr).
You gain 7.37 gold from the transmogrification of psychic's stralite greatmaul of corruption (52.5-78.75 power, 3 apr).
You gain 7.57 gold from the transmogrification of plaguebringer's voratun greatmaul of projection (69.5-104.25 power, 4 apr).
You gain 9.85 gold from the transmogrification of warbringer's voratun dagger of ruin (36-46.8 power, 9 apr).
You gain 7.91 gold from the transmogrification of warbringer's voratun dagger of erosion (38.5-50.05 power, 9 apr).
You gain 1.25 gold from the transmogrification of stralite dagger (31-40.3 power, 9 apr).
You gain 5.57 gold from the transmogrification of caustic stralite dagger of massacre (36-46.8 power, 9 apr).
You gain 9.70 gold from the transmogrification of Polymina the Tempesttreason (45.5-68.25 power, 3 apr).
You gain 5.14 gold from the transmogrification of titan's voratun ring of pilfering.
You gain 7.86 gold from the transmogrification of sneakthief's voratun ring of life.
You gain 0.64 gold from the transmogrification of teleportation rune (range 94).
You gain 0.64 gold from the transmogrification of manasurge rune (955% regen over 10 turns; 48 instant mana).
You gain 2.95 gold from the transmogrification of invisibility rune (power 11 for 8 turns).
You gain 1.91 gold from the transmogrification of regeneration infusion of the wizard (heal 630 over 5 turns).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
