











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 20 / 57% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 40 (base 32) |
| Dexterity | 65 (base 48) |
| Constitution | 26 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 35 (base 22) |
Resources
| Life | 624/624 |
| Mana | 244/244 |
| Stamina | 122/122 |
| Healing Factor | 1.3424489795918 |
| Regeneration | 7.987571428571 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 28.508560162218 |
| See Invisible | 28.508560162218 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 56 |
| Crit Chance | 12% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Physical | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (57.811550151976%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 10 |
| Mental Save | 27 |
Defense: Resistances
| Fire | + 14%( 70%) |
| Nature | + 12%( 70%) |
| Temporal | + 17%( 70%) |
| Blight | + 14%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 12%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 24% |
| Poison Resistance | 13% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 245 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 92 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 173 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 478% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Apply Poison |
| talent | Intuitive Shots |
| talent | Trained Reactions |
Quests
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 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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved talent Track (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed honey tree root. 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 sandworm tooth. * You've found the needed vampire lord fang. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed ice wyrm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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! | active |
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 within7 lumberjacks have died. | 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 | pair of rough leather boots 'Brightraptor' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Dex / +2 Con Changes resistances: +6% fire / +6% cold Reduces incoming crit damage: 10.00% Light radius: +1 Infravision radius: +2 A pair of boots made of leather. |
| Quiver | self-loading quiver of ash arrows of erosion (17/17, 22.5-31.5 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 17 Turns elapse between self-loadings: 3 Damage (Ranged): +8 nature Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Thundervile'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 6 acid Changes stats: +3 Con Changes resistances: +1% physical Changes damage: +6% lightning Only die when reaching: -20.00 life Maximum life: +43.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Ashlash the iron helm (10 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 10 physical Changes resistances: +3% fire Critical mult.: +5.00% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | supercharged dwarven-steel torque of mindblast [power 240] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | treant's steel ring of the mountain (+6%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% blight / +10% physical / +6% nature Changes damage: +10% physical Poison immunity: +13% Disease immunity: +13% Rings can have magical properties. |
| On fingers | steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +5.00 Maximum life: +44.00 Healing mod.: +12% Rings can have magical properties. |
| Around waist | rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.70 Healing mod.: +10% A belt that goes around your waist. |
| In main hand | enhanced elm longbow of recursionRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +6 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +6 Str / +6 Dex / +5 Mag / +5 Wil / +6 Cun / +5 Con Longbows are used to shoot arrows at your foes. |
| On hands | heroic rough leather gloves (0 def, 4 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Mental save: +6 (+3 eff.) Maximum life: +45.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | duelist's cured leather armour of command (17 def, 10 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +17 (+5 eff.) Fatigue: +7% Changes stats: +5 Cun / +4 Dex Mental save: +11 (+5 eff.) A suit of armour made of leather. |
| Cloak | resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% temporal Pinning immunity: +24% Knockback immunity: +20% Amulets can have magical properties. |
Inventory
heroism infusion (die at -182; dur 6; cd 32)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -182 life. The duration and life will increase by 1% for every 1% life you have lost (currently 182 life, 6 duration) 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 nature talent. |
wild infusion (res 16%; magical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 16% for 3 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 nature talent. |
wild infusion (res 15%; mental; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 2 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 nature talent. |
acid wave rune of the titan (damage 89; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 89.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 spell talent. |
biting gale rune (damage 36; dur 4; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 36.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 5; phase 16; cd 17)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: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 15; resist 16%; move 36%; dur 5; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 16% all resistance, you move 36% faster, and you are invisible (power 15). 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 spell talent. |
shatter afflictions rune (absorb 22; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 22 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 20; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 97; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 97 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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 (+3 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... |
clarifying gold amulet of mastery (0.15 Cunning / Survival)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% mind Talent mastery: +0.15 Cunning / Survival Confusion immunity: +28% Amulets can have magical properties. |
copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
Gleamworth the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +26% light Changes resistances penetration: +20% acid Changes damage: +10% light Rings can have magical properties. |
copper ring 'Stormvault'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% blight / +3% acid / +9% lightning Changes damage: +11% blight / +3% physical Rings can have magical properties. |
marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +23% Life regen: +2.00 Rings can have magical properties. |
psionicist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Defense: +7 (+2 eff.) Changes stats: +4 Wil Mental save: +8 (+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 back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
savior's steel ring of lightning (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% lightning Changes damage: +13% lightning Physical save: +6 (+3 eff.) Spell save: +8 (+8 eff.) Mental save: +6 (+3 eff.) Rings can have magical properties. |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +27% Rings can have magical properties. |
steel ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
steel ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
titan's steel ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% acid Changes damage: +11% acid Physical save: +6 (+3 eff.) Rings can have magical properties. |
elm longbow 'Snowjam'Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +6 Travel speed: +100% Damage (Ranged): +4 cold When wielded/worn: Changes stats: +4 Wil / +2 Con Talent mastery: +0.15 Wild-gift / Fungus It can be used to regenerate 66 life over 5 turns Activation puts all charms on cooldown for 16 turns. Longbows are used to shoot arrows at your foes. |
mighty ash longbowRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +3 Str Longbows are used to shoot arrows at your foes. |
mighty yew longbow of coldRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +8 cold When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +2 Str Changes damage: +14% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.arcing steel longsword of massacre (22-30.8 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.nature's vined mindstar of life (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +3% nature Disease immunity: +10% Life regen: +0.70 Maximum life: +12.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
murderer's linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Dex / +1 Cun / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Dex / +1 Mag / +2 Wil / +1 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Critical mult.: +20.00% Spellpower: +12 (+9 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Lightning (10% chance level 1). 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. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 20 power out of 24/24) : Effective talent level: 2.0 Power cost: 20 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 144.90 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves 'Jetquill' (0 def, 8 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Damage (Melee): 6 physical Damage when hit (Melee): 8 physical Changes resistances: +3% darkness / +1% physical Changes damage: +3% physical Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Murkpunish' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +2 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 8 * 10% chance to reduce armor by 17% Changes stats: +4 Dex Changes resistances: +6% nature Changes damage: +15% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's hardened leather gloves of magic (+5) (0 def, 9 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Armour Hardiness: +7% Changes stats: +2 Mag / +5 Con Changes resistances: +6% physical Changes damage: +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm of constitution (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of ire (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Str / +2 Con Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.prismatic steel mail armour of stability (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +6% physical / +11% light / +11% darkness Physical save: +12 (+6 eff.) A suit of armour made of mail. |
cured leather armour of lightning resistance (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +19% lightning A suit of armour made of leather. |
Druzor (0 def, 22 armour, 204.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +22 Fatigue: +8% Changes stats: +5 Cun / +9 Mag Changes resistances: +3% physical / +12% light / +15% cold / +16% temporal / +12% darkness Changes damage: +3% physical / +14% light / +14% darkness Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (210) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.exposing steel shield (0 def, 4 armour, 37.5 block) Requires: - Shield usage training - Strength 16 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 6% chance to reduce all saves and defense by 15 Effects when hit in melee: * 12% chance to reduce all saves and defense by 15 Talent granted: +1 Block Handheld deflection devices. |
flaming quiver of ash arrows of amnesia (18/18, 20-28 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (radius 1) on hit: +12 fire Arrows are used with bows to pierce your foes to death. |
4 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. |
65 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. |
3 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+3 eff.) Maximum life: +44.00 Light radius: +3 Healing mod.: +12% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 24 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 Activation costs 162 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 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Islyseriatira the Stokezeal [power 1] (32 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% nature / +30% fire Changes damage: +3% fire It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 32 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
cleansing steel torque of gale force [power 110] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 121 physical damage Activation puts all charms on cooldown for 12 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 50] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking enemies back 6 spaces and dealing 55 physical damage Activation puts all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Islerith the Flashbringer [power 40] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +3 Con Changes resistances: +6% light / +12% cold Critical mult.: +5.00% Physical save: +3 (+2 eff.) It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Activation puts all charms on cooldown for 16 turns. When used: * Heal for 51. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 66] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 66 Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Shimmerveil' [power 66] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Dex / +3 Wil / +4 Con Changes resistances: +9% cold Changes damage: +9% lightning It can be used to sting an enemy dealing 66 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Elenyromileg' [power 198] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +2 Cun Changes resistances penetration: +10% mind Changes damage: +6% mind Physical save: +6 (+3 eff.) Mental save: +12 (+6 eff.) It can be used to sting an enemy dealing 198 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Betosetta the Sparkwilter [power 175] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes resistances: +6% darkness Changes resistances penetration: +25% lightning Changes damage: +3% lightning It can be used to fire a magical bolt dealing 175 fire damage Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Haryrab [power 66] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +6 Cun Maximum hate: +6.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 13 lightning damage and will be dazed for 1 turn (69 total damage) Activation puts all charms on cooldown for 12 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of clairvoyance [power 10] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 38 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts 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. |
4 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By ^&%^^&&*^&*^&%^&%&^ the Thalore Archer level 12
4th Flare 122nd year of Ascendancy at 11:17 see stats
Exterminator
Killed 1000 creatures.By ^&%^^&&*^&*^&%^&%&^ the Thalore Archer level 19
53rd Dusk 122nd year of Ascendancy at 11:44 see stats
Level 10
Got a character to level 10.By ^&%^^&&*^&*^&%^&%&^ the Thalore Archer level 10
6th Mirth 122nd year of Ascendancy at 09:35 see stats
Level 20
Got a character to level 20.By ^&%^^&&*^&*^&%^&%&^ the Thalore Archer level 20
53rd Dusk 122nd year of Ascendancy at 16:07 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By ^&%^^&&*^&*^&%^&%&^ the Thalore Archer level 18
47th Dusk 122nd year of Ascendancy at 23:41 see stats
The Arena
Unlocked Arena mode.By ^&%^^&&*^&*^&%^&%&^ the Thalore Archer level 8
3rd Mirth 122nd year of Ascendancy at 00:35 see stats
The secret city
Discovered the truth about mages.By ^&%^^&&*^&*^&%^&%&^ the Thalore Archer level 13
9th Dusk 122nd year of Ascendancy at 02:48 see stats
Treasure Hunter
Amassed 1000 gold pieces.By ^&%^^&&*^&*^&%^&%&^ the Thalore Archer level 19
52nd Dusk 122nd year of Ascendancy at 13:07 see stats
Log
^&%^^&&*^&*^&%^&%&^ picks up (A.): nature's vined mindstar of life (5.5-6.05 power, 18 apr, nature damage).
You pickup 0.80 gold pieces.
^&%^^&&*^&*^&%^&%&^ picks up (M.): prismatic steel mail armour of stability (2 def, 6 armour).
^&%^^&&*^&*^&%^&%&^ picks up (P.): exposing steel shield (0 def, 4 armour, 37.5 block).
^&%^^&&*^&*^&%^&%&^ picks up (A.): arcing steel longsword of massacre (22-30.8 power, 3 apr).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
^&%^^&&*^&*^&%^&%&^ deactivates Intuitive Shots.
^&%^^&&*^&*^&%^&%&^ deactivates Apply Poison.
^&%^^&&*^&*^&%^&%&^ deactivates Trained Reactions.
































































































