Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Items Vault 1.4.8Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 40 / 37% |
Size | medium |
Lifes / Deaths | Killed by Xerydatira the dredgling at level 22 on the 30th Haze 122nd year of Ascendancy at 05:19 1 / 6Killed by Elolranne the multi-hued drake hatchling at level 25 on the 55th Haze 122nd year of Ascendancy at 15:29 Killed by Emeluvea the chitinous spider at level 40 on the 21st Dusk 123rd year of Ascendancy at 20:23 Killed by Emeluvea the chitinous spider at level 40 on the 21st Dusk 123rd year of Ascendancy at 21:29 Killed by Emeluvea the chitinous spider at level 40 on the 22nd Dusk 123rd year of Ascendancy at 12:10 Killed by Lisinor the ungolmor at level 40 on the 23rd Dusk 123rd year of Ascendancy at 12:06 |
Primary Stats
Strength | 21 (base 12) |
Dexterity | 80 (base 60) |
Constitution | 19 (base 12) |
Magic | 70 (base 60) |
Willpower | 44 (base 18) |
Cunning | 49 (base 33) |
Resources
Mana | 659/659 |
Psi | 134/134 |
Life | 947/947 |
Stamina | 328/328 |
Paradox | 300 |
Healing Factor | 1.35 |
Regeneration | 0.3375 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
See Stealth | 14.200972253269 |
See Invisible | 14.200972253269 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 185 |
Accuracy | 76 |
Crit Chance | 38% |
APR | 57 |
Speed | 0.70 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
All | +14% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 36 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 40 |
Mental Save | 38 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 31% |
Poison Resistance | 10% |
Blind Resistance | 34% |
Silence Resistance | 25% |
Pinning Resistance | 51% |
Disarm Resistance | 80% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 622 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 561 life over 5 turns. 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 693% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Archery training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Chronomancy / Matter | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Secrets of the Eternals |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lost sun paladin from death by venom drake hatchling. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lost sun paladin from death by Cyrolevena the skeleton warrior. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by war hound. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Lisina the orc master wyrmic. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Archer. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+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 elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. 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 naga tongue. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | elven-wood longbow 'Blastsin' elven-wood longbow 'Blastsin'Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +2 lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes resistances: +6% light Changes resistances penetration: +17% physical Changes damage: +6% lightning / +24% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-2 turns) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
Quiver | sentry's quiver of elven-wood arrows of accuracy (41/41, 46.5-65.1 power, 21 apr) sentry's quiver of elven-wood arrows of accuracy (41/41, 46.5-65.1 power, 21 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.5 - 65.1 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +21 Physical crit. chance: +2.5% Capacity: 41 Turns elapse between self-loadings: 3 Arrows are used with bows to pierce your foes to death. |
Light source | bright alchemist's lamp of health bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +43.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Tarrohek the cashmere wizard hat (2 def, 0 armour) Tarrohek the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Wil Changes resistances: +13% blight Changes damage: +13% blight Mana each turn: +1.10 Psi each turn: +0.12 Mana when hit: +1.30 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +45.00 Spellpower: +7 (+2 eff.) Spell crit. chance: +2% Mindpower: +4 (+1 eff.) Mental crit. chance: +3% 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 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On feet | Herand (0 def, 3 armour) Herand (0 def, 3 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Mag / +7 Wil / +2 Con Changes resistances: +8% lightning / +7% temporal / +6% fire Changes resistances penetration: +6% physical Physical save: +9 (+4 eff.) Pinning immunity: +20% Mana each turn: +0.15 Maximum mana: +31.00 Spell crit. chance: +4% Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Tool | Glorasebeth the dwarven-steel pickaxe (dig speed 30 turns) Glorasebeth the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Fatigue: -7% Changes stats: +5 Str / +1 Dex Changes resistances: +3% light / +6% lightning Spell save: +3 (+1 eff.) Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ivalrana the stralite ring Ivalrana the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +13 Physical power: +9 (+2 eff.) Defense: +9 (+4 eff.) Effects on melee hit: * 30% chance to disease Changes resistances: +3% acid Changes resistances penetration: +5% acid Changes damage: +6% acid Disarm immunity: +32% Pinning immunity: +31% Knockback immunity: +20% Maximum life: +24.00 Spellpower: +9 (+2 eff.) Mindpower: +10 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Emurimina EmuriminaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Changes resistances: +32% cold Changes resistances penetration: +15% physical Changes damage: +16% cold Maximum life: +30.00 Healing mod.: +5% Rings can have magical properties. |
Around neck | stralite amulet 'Gorezor' stralite amulet 'Gorezor'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Cun / +6 Wil Changes resistances: +18% mind / +18% light / +17% darkness Blindness immunity: +29% Confusion immunity: +31% Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
In main hand | swiftstrike dragonbone longbow of recursion swiftstrike dragonbone longbow of recursionRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% Longbows are used to shoot arrows at your foes. |
On hands | Naturestrike (6 def, 3 armour) Naturestrike (6 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +34 (+7 eff.) Armour penetration: +13 Armour: +3 Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +5 Str / +15 Dex / +5 Wil / +8 Cun / +5 Con Changes resistances: +6% nature Changes damage: +6% nature Talent mastery: +0.20 Technique / Grappling Mental save: +25 (+9 eff.) Blindness immunity: +5% Disease immunity: +10% Silence immunity: +10% Disarm immunity: +48% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Cloak | Tarryrim the cashmere cloak (2 def, 0 armour) Tarryrim the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +27 (+6 eff.) Defense: +2 (+1 eff.) Fatigue: -8% Changes resistances: +3% physical Maximum encumbrance: +20 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +82.00 Maximum stamina: +26.00 Spellpower: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Gurimira the silk robe (10 def, 6 armour) Gurimira the silk robe (10 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Changes stats: +1 Str / +7 Mag Changes resistances: +10% light / +12% darkness / +6% nature Changes damage: +13% light / +14% all Physical save: +9 (+4 eff.) Spell save: +20 (+7 eff.) Poison immunity: +10% Silence immunity: +15% Mana each turn: +0.18 Maximum life: +62.00 Maximum mana: +79.00 Spellpower: +33 (+8 eff.) Spell crit. chance: +10% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the duelist (842% speed; 5 turns) movement infusion of the duelist (842% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 842% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 394 over 5 turns) regeneration infusion of the warrior (heal 394 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 477 over 5 turns) regeneration infusion of the wizard (heal 477 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 477 life over 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. |
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..." |
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. |
Blackpanic BlackpanicInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Mag / +5 Con Changes resistances: +6% darkness Infravision radius: +2 Amulets can have magical properties. |
Shockripper the copper amulet Shockripper the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Cun Changes resistances: +6% acid / +3% fire Changes damage: +9% lightning Amulets can have magical properties. |
steel amulet 'Armuregofast' steel amulet 'Armuregofast'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% light / +14% darkness Grants telepathy: Humanoid/Orc Mental save: +25 (+9 eff.) Blindness immunity: +25% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Amulets can have magical properties. |
Ragarand the steel ring Ragarand the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% blight / +3% mind Changes damage: +11% blight Stun/Freeze immunity: +15% Rings can have magical properties. |
Siliriarin the copper ring Siliriarin the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +2 Changes stats: +1 Con / +2 Mag Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
gladiator's gold ring gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +6 Con Rings can have magical properties. |
gladiator's gold ring of clarity gladiator's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +6 Str / +7 Con Mental save: +8 (+3 eff.) Confusion immunity: +29% Rings can have magical properties. |
psionicist's copper ring of tenacity psionicist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +23.00 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: +6 Cun / +6 Wil Disarm immunity: +38% Pinning immunity: +30% Knockback immunity: +20% Maximum life: +22.00 Mindpower: +11 (+4 eff.) Rings can have magical properties. |
steel ring 'Silewyn' steel ring 'Silewyn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +32% Pinning immunity: +30% Knockback immunity: +28% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +27.00 Maximum mana: +80.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Rings can have magical properties. |
steel ring of the mountain (+12%) steel ring of the mountain (+12%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% physical Changes damage: +12% physical Rings can have magical properties. |
titan's copper ring of arcana(+0.11/turn) titan's copper ring of arcana(+0.11/turn)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Silence immunity: +21% Mana each turn: +0.11 Rings can have magical properties. |
Cyromira the Cinderwill Cyromira the CinderwillInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Mag / +2 Con Changes damage: +3% fire Physical save: +6 (+3 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
Zeroruithad the rough leather belt Zeroruithad the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes resistances: +6% darkness Changes damage: +3% physical Mental save: +3 (+2 eff.) Blindness immunity: +5% Maximum life: +30.00 A belt that goes around your waist. |
Polaba the elven-silk cloak (3 def, 0 armour) Polaba the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +5% arcane Changes resistances penetration: +15% arcane / +10% temporal Changes damage: +3% temporal Physical save: +23 (+11 eff.) Mental save: +21 (+8 eff.) Only die when reaching: -100.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 139.85 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
elven-silk robe 'Duskkarma' (5 def, 0 armour) elven-silk robe 'Duskkarma' (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +30% lightning / +51% mind / +58% darkness Changes resistances penetration: +15% lightning Changes damage: +20% lightning Physical save: +39 (+17 eff.) Spell save: +37 (+13 eff.) Mental save: +68 (+23 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bregukalthorim (0 def, 4 armour) Bregukalthorim (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 blight Changes stats: +2 Mag Changes resistances: +19% darkness / +22% temporal Changes resistances penetration: +16% temporal / +16% darkness / +15% arcane Spellpower on spell critical (stacks up to 3 times): +10 Defense after a teleport: +20 Resist all after a teleport: +14% New effects duration reduction after a teleport: +19% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Ce'Nudalaith' (0 def, 3 armour) pair of hardened leather boots 'Ce'Nudalaith' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Mag / +3 Cun / +4 Con Changes damage: +9% acid Physical save: +19 (+9 eff.) Spell save: +9 (+3 eff.) Mental save: +19 (+7 eff.) Mana when firing critical spell: +1.00 Maximum vim: +20.00 A pair of boots made of leather. |
Lisutta (4 def, 2 armour) Lisutta (4 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Changes stats: +6 Dex / +6 Cun / +2 Con Changes resistances: +9% light Disease immunity: +10% Pinning immunity: +5% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
rough leather gloves 'Dourcast' (2 def, 1 armour) rough leather gloves 'Dourcast' (2 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +6% darkness It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aeresegamina (0 def, 3 armour) Aeresegamina (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +11 Dex / +4 Cun / +9 Lck Changes resistances penetration: +20% physical Changes damage: +18% physical Spell crit. chance: +5% Mental crit. chance: +6% A cap made of leather. |
Cyremiwe the Umbrastrike (0 def, 6 armour) Cyremiwe the Umbrastrike (0 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 20 darkness / 4 temporal Changes stats: +3 Str Changes resistances: +10% cold Changes damage: +6% darkness Allows you to breathe in: water Infravision radius: +2 A cap made of leather. |
Xeroretha the voratun helm (0 def, 5 armour) Xeroretha the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Mag / +7 Con Changes resistances: +15% blight / +9% acid / +15% darkness / +24% mind Spell save: +24 (+8 eff.) Mental save: +35 (+12 eff.) Silence immunity: +5% Confusion immunity: +37% Mana when firing critical spell: +2.00 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cleansequick the quiver of elven-wood arrows (17/17, 46.5-65.1 power, 14 apr) Cleansequick the quiver of elven-wood arrows (17/17, 46.5-65.1 power, 14 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 46.5 - 65.1 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 17 On weapon hit: * 40% chance to gain 10% of a turn * 10% chance to crush the target Damage (Ranged): +10 insidious poison / +11 temporal / +14 gravity / +14 nature Burst (radius 2) on crit: +8 temporal Arrows are used with bows to pierce your foes to death. |
Nimbusrock (2/50, 61-85.4 power, 27 apr) Nimbusrock (2/50, 61-85.4 power, 27 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 61.0 - 85.4 Uses stats: 100% Mag, 70% Dex Damage type: Acid Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +27 Physical crit. chance: +3.0% Capacity: 50 Turns elapse between self-loadings: 2 On weapon hit: * 20% chance to daze * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +4 lightning / +20 temporal / +16 physical Burst (radius 2) on crit: +4 lightning / +8 temporal Arrows are used with bows to pierce your foes to death. |
Thunderusher the quiver of yew arrows (10/15, 31.5-44.1 power, 10 apr) Thunderusher the quiver of yew arrows (10/15, 31.5-44.1 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 31.5 - 44.1 Uses stats: 100% Mag, 70% Dex Damage type: Acid Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 15 On weapon hit: * 20% chance to corrode armour Damage (Ranged): +5 temporal / +8 darkness / +5 nature Burst (radius 1) on hit: +13 fire Burst (radius 2) on crit: +8 lightning Damage against: +8% Living Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows (23/23, 45.5-63.7 power, 14 apr) barbed quiver of elven-wood arrows (23/23, 45.5-63.7 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 23 On weapon crit: * wounds the target Damage (Ranged): +9 bleed Arrows are used with bows to pierce your foes to death. |
hateful quiver of elven-wood arrows of crippling (23/23, 45-63 power, 14 apr) hateful quiver of elven-wood arrows of crippling (23/23, 45-63 power, 14 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +8.5% Capacity: 23 On weapon crit: * cripple the target Damage (Ranged): +17 darkness Damage against: +11% Living Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Sparkquill' (20/20, 41-57.4 power, 18 apr) quiver of yew arrows 'Sparkquill' (20/20, 41-57.4 power, 18 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 41.0 - 57.4 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +10.0% Capacity: 20 Travel speed: +200% Burst (radius 1) on hit: +8 lightning / +4 fire Burst (radius 2) on crit: +4 lightning / +16 fire Arrows are used with bows to pierce your foes to death. |
4 agate 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. |
1254 alchemist agate 1254 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. |
5 onyx 5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 amethyst 4 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. |
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 within range 20, 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 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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. |
12 citrine 12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Archer the Shalore Adventurer level 35
76th Pyre 123rd year of Ascendancy at 10:55 see stats
By Archer the Shalore Adventurer level 35
74th Pyre 123rd year of Ascendancy at 14:39 see stats
By Archer the Shalore Adventurer level 40
23rd Dusk 123rd year of Ascendancy at 07:31 see stats
By Archer the Shalore Adventurer level 39
13rd Dusk 123rd year of Ascendancy at 21:25 see stats
By Archer the Shalore Adventurer level 31
40th Pyre 123rd year of Ascendancy at 05:54 see stats
By Archer the Shalore Adventurer level 9
7th Flare 122nd year of Ascendancy at 19:03 see stats
By Archer the Shalore Adventurer level 37
8th Dusk 123rd year of Ascendancy at 15:01 see stats
By Archer the Shalore Adventurer level 23
31st Haze 122nd year of Ascendancy at 06:59 see stats
By Archer the Shalore Adventurer level 27
74th Haze 122nd year of Ascendancy at 01:46 see stats
By Archer the Shalore Adventurer level 26
58th Haze 122nd year of Ascendancy at 17:24 see stats
By Archer the Shalore Adventurer level 29
75th Regrowth 123rd year of Ascendancy at 15:13 see stats
By Archer the Shalore Adventurer level 10
10th Dusk 122nd year of Ascendancy at 04:48 see stats
By Archer the Shalore Adventurer level 20
75th Dusk 122nd year of Ascendancy at 15:42 see stats
By Archer the Shalore Adventurer level 30
27th Pyre 123rd year of Ascendancy at 04:22 see stats
By Archer the Shalore Adventurer level 40
18th Dusk 123rd year of Ascendancy at 21:27 see stats
By Archer the Shalore Adventurer level 29
13rd Regrowth 123rd year of Ascendancy at 22:48 see stats
By Archer the Shalore Adventurer level 32
44th Pyre 123rd year of Ascendancy at 05:04 see stats
By Archer the Shalore Adventurer level 29
74th Regrowth 123rd year of Ascendancy at 21:55 see stats
By Archer the Shalore Adventurer level 38
8th Dusk 123rd year of Ascendancy at 23:40 see stats
By Archer the Shalore Adventurer level 28
77th Haze 122nd year of Ascendancy at 18:25 see stats
By Archer the Shalore Adventurer level 11
11st Dusk 122nd year of Ascendancy at 19:56 see stats
By Archer the Shalore Adventurer level 27
73rd Haze 122nd year of Ascendancy at 06:59 see stats
By Archer the Shalore Adventurer level 27
59th Haze 122nd year of Ascendancy at 02:26 see stats
By Archer the Shalore Adventurer level 19
66th Dusk 122nd year of Ascendancy at 07:39 see stats
By Archer the Shalore Adventurer level 34
73rd Pyre 123rd year of Ascendancy at 01:54 see stats
Log
Archer deactivates Chant of Fortress.
Archer deactivates Disintegration.
Archer is no longer poisoned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Lisinor the ungolmor killed Archer!
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Talent Guardian Unity is ready to use.
Talent Scatter Shot is ready to use.
Talent Relaxed Shot is ready to use.
Talent Infusion: Movement is ready to use.
Talent Time Shield is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Rapid Shot is ready to use.
Talent Matter Weaving is ready to use.
Talent Reality Smearing is ready to use.
Talent Disintegration is ready to use.
Talent Chant of Fortress is ready to use.
Talent Realign is ready to use.
Talent Essence of Speed is ready to use.
Talent Grace of the Eternals is ready to use.
Talent Secrets of the Eternals is ready to use.
Archer activates Secrets of the Eternals.
Archer deactivates Secrets of the Eternals.