









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Arcane Blade |
| Level / Exp | 41 / 25% |
| Size | small |
| Lifes / Deaths | Killed by Nereta the cold drake at level 20 on the 35th Dusk 122nd year of Ascendancy at 20:50 1 / 6Killed by Xanarinor the elven blood mage at level 32 on the 60th Dusk 122nd year of Ascendancy at 17:49 Killed by Xanydhetta the forest troll at level 36 on the 36th Haze 122nd year of Ascendancy at 22:21 Killed by Mayimira the sandworm destroyer at level 40 on the 65th Haze 122nd year of Ascendancy at 05:24 Killed by Layota the ruin banshee at level 41 on the 5th Decay 122nd year of Ascendancy at 06:50 Killed by Emuna the eternal bone giant at level 41 on the 5th Decay 122nd year of Ascendancy at 11:38 |
Primary Stats
| Strength | 34 (base 18) |
| Dexterity | 76 (base 59) |
| Constitution | 8 (base 10) |
| Magic | 120 (base 60) |
| Willpower | 45 (base 23) |
| Cunning | 45 (base 22) |
Resources
| Life | 722/722 |
| Mana | 422/422 |
| Stamina | 297/297 |
| Vim | 230/230 |
| Healing Factor | 1.1295910630514 |
| Regeneration | 4.8007620179685 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.85179503776% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 12 |
| Lite | 11 |
| Infravision | 8 |
| See Stealth | 51.045069181528 |
| See Invisible | 50.045069181528 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 56 |
| Crit Chance | 26% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 91 |
| Crit Chance | 84% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +40% |
| Blight | +18% |
| Arcane | +41% |
| Cold | +30% |
| All | 0% |
| Lightning | +49% |
| Light | +25% |
| Temporal | +18% |
| Darkness | +14% |
| Fire | +37% |
| Mind | +12% |
Offense: Damage Penetration
| Blight | +25% |
| Lightning | +35% |
| Arcane | +14% |
Defense: Base
| Armour (hardiness) | 43.632303383217 (44.574340358689%) |
| Defense | 59 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 59 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 50%( 70%) |
| All | + 20%( 70%) |
| Darkness | + 35%( 70%) |
| Light | + 30%( 70%) |
| Lightning | + 25%( 70%) |
| Fire | + 39%( 70%) |
| Mind | + 20%( 70%) |
Defense: Immunities
| Pinning Resistance | 92% |
| Confusion Resistance | 93% |
| Silence Resistance | 74% |
| Stun Resistance | 46% |
| Instadeath Resistance | 100% |
| Blind Resistance | 52% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 287 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 232 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 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 -621 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 621 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 393 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Arcane Shield |
| talent | Thunderstorm |
| talent | Stone Skin |
| talent | Elemental Discord |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Premonition |
| talent | Shielding |
| talent | Fiery Hands |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 421. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed snow giant kidney. * You've found the needed ritch stinger. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Stormpython (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Damage when hit (Melee): 10 fire Changes resistances: +6% fire Changes resistances penetration: +25% lightning Changes damage: +6% lightning / +18% temporal Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Dourveil'Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +18% darkness Changes resistances penetration: +25% blight Changes damage: +15% light / +6% darkness Damage affinity(heal): +5% light Critical mult.: +10.00% Blindness immunity: +33% Confusion immunity: +24% Mana each turn: +0.12 Mana when firing critical spell: +2.00 Spellpower: +13 (+2 eff.) Light radius: +13 See stealth: +19 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Lisusemina (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +2 Armour: +3 Fatigue: +3% Changes resistances: +11% cold Allows you to breathe in: water Stamina each turn: +1.00 Only die when reaching: -80.00 life Maximum stamina: +30.00 A cap made of leather. |
| Tool | elven-wood totem of healing 'Hugorand' [power 434] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +12% fire Changes damage: +24% acid Physical save: +18 (+9 eff.) Spell save: +18 (+5 eff.) Life regen: +4.00 Healing mod.: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 30% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring 'Starstreaker'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 light Changes resistances: +32% acid / +6% light Changes damage: +16% acid Spell save: +18 (+5 eff.) Vim when firing critical spell: +2.00 Spell crit. chance: +8% Rings make your fingers look great! |
| On fingers | gold ring 'Amagoleg'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Damage when hit (Melee): 4 temporal Changes stats: +4 Wil Changes damage: +18% blight Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
| Around waist | Voruldama the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold Changes damage: +6% mind Spellpower: +30 (+6 eff.) Mental crit. chance: +3% Damage Shield penetration: +30% A belt that goes around your waist. |
| In main hand | Lost Staff of Archmage Tarelion (136% power, 4 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
| On hands | heroic drakeskin leather gloves of war-making (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +12.0% Armour: +8 Critical mult.: +12.00% Mental save: +10 (+5 eff.) Maximum life: +41.00 Spell crit. chance: +10% Mental crit. chance: +8% When used to modify unarmed attacks: Power: 145% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | spellwoven elven-silk robe of Linaniil (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Spell save: +26 (+7 eff.) Mana each turn: +0.16 Maximum mana: +89.00 Spellpower: +27 (+5 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Galewarden the elven-silk cloak (13 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +13 (+4 eff.) Damage when hit (Melee): 4 lightning Changes stats: +5 Mag / +5 Wil Changes resistances: +21% cold / +6% light / +1% physical Changes resistances penetration: +14% arcane Changes damage: +11% arcane / +6% mind Critical mult.: +30.00% Physical save: +9 (+5 eff.) Maximum mana: +83.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | NimbusstalkerPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 8 light / 9 darkness Effects when hit in melee: * 8% chance to blind * 5% chance to reduce damage dealt by 21% Damage when hit (Melee): 6 lightning Changes stats: +3 Mag / +3 Con Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +10% light / +8% darkness Talent mastery: +0.21 Spell / Stone Blindness immunity: +19% Infravision radius: +5 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
Inventory
heroism infusion (die at -354; dur 7; cd 35)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: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -354 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 354 life, 7 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. |
movement infusion of the duelist (speed 733%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 733% 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 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 nature talent. |
wild infusion (res 21%; magical, 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 magical and mental effect and reduce all damage taken by 21% 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. |
wild infusion (res 22%; magical, physical; dur 2; cd 13)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: 13 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 and physical effect and reduce all damage taken by 22% 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. |
wild infusion of the wizard (res 45%; mental, physical; dur 2; cd 11)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: 11 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 and physical effect and reduce all damage taken by 45% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the titan (damage 81; dur 4; cd 23)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: 23 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 81.38 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. 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. |
manasurge rune of the psychic (regen 1735% over 10 turns; mana 86; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1735% for 10 turns (82 total) and instantly restoring 86 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1771% over 10 turns; mana 88; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1771% for 10 turns (84 total) and instantly restoring 88 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 332; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 332 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 39; blocks 5; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 39 up to 5 times. 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. |
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! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Flarebutcher the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane / 8 fire Changes stats: +3 Mag Changes resistances: +5% arcane / +12% mind Changes resistances penetration: +10% fire Changes damage: +6% acid / +23% fire / +6% cold / +6% lightning Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 30 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Urthoreduthel the BolttaintPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +4 Defense: +25 (+7 eff.) Damage (Melee): 8 light / 9 darkness Effects when hit in melee: * 9% chance to blind * 8% chance to reduce damage dealt by 21% Damage when hit (Melee): 10 physical Changes stats: +2 Str / +4 Dex Changes resistances: +6% lightning Changes damage: +9% light / +9% darkness Only die when reaching: -80.00 life Amulets make your neck look great! |
ZubedaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +16% temporal Critical mult.: +15.00% Spell save: +12 (+3 eff.) Pinning immunity: +38% Knockback immunity: +34% Mana each turn: +0.08 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +5% Amulets make your neck look great! |
starseer's steel amulet of mastery (0.14 Corruption / Vile life)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes damage: +5% light / +5% temporal / +5% darkness / +5% physical Talent mastery: +0.14 Corruption / Vile life Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
Blazeimmortal the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Damage when hit (Melee): 10 mind Changes resistances: +36% darkness / +9% mind Changes resistances penetration: +25% fire / +25% mind / +25% arcane Changes damage: +18% darkness / +9% arcane Rings make your fingers look great! |
EclipsetoothPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 21% Damage when hit (Melee): 10 lightning Changes resistances: +18% lightning Changes resistances penetration: +25% darkness Changes damage: +12% darkness Blindness immunity: +35% Infravision radius: +5 See stealth: +16 See invisible: +14 Rings make your fingers look great! |
Falyharadur the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +8 Dex / +4 Mag / +5 Cun / +2 Con Changes damage: +6% physical Critical mult.: +10.00% Physical save: +10 (+5 eff.) Spell save: +18 (+5 eff.) Mental save: +11 (+5 eff.) Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
sneakthief's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +10 (+4 eff.) Changes stats: +6 Cun / +4 Dex Spellpower: +8 (+1 eff.) Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
Grinarim (149% power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +30 nature When wielded/worn: Changes stats: +7 Wil / +3 Cun / +15 Con Maximum life: +61.00 Mindpower: +25 (+8 eff.) Mental crit. chance: +4% Sharp, short and deadly. |
Wintertide (148% power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 148% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 51.37 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area Activation costs 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Blindsting the elven-wood magestaff (143% power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 143% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% blight / +25% light / +15% arcane Changes damage: +35% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +30.00 Spellpower: +47 (+9 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of channeling (129% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Mana each turn: +0.10 Spellpower: +21 (+4 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
imbued yew magestaff of warding (120% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Maximum wards: +2 lightning Changes damage: +20% lightning Talents granted: +2 Ward +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Talent on hit(spell): Lightning (10% chance level 2). Staves designed for wielders of magic, by the greats of the art. |
noble's hardened leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +5% blight Damage against: +18% Summoned Reduced damage from: +21% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Isureta the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 37 Changes stats: +3 Dex / +4 Wil / +2 Cun Changes resistances penetration: +20% blight Changes damage: +18% arcane Spell save: +6 (+2 eff.) Spellpower: +25 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Saloba the Brandschism (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +2 Mag / +1 Wil Changes resistances: +3% lightning Changes resistances penetration: +5% lightning / +5% fire Changes damage: +9% fire Reduces incoming crit damage: 10.00% Spell save: +6 (+2 eff.) Maximum mana: +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the hunter (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Fatigue: -5% Changes stats: +3 Cun / +3 Dex Maximum life: +67.00 Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Mag / +6 Wil Spell save: +9 (+3 eff.) Maximum mana: +48.00 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Mag / +7 Wil Spell save: +7 (+2 eff.) Maximum mana: +58.00 Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's silk robe of power (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +14% darkness / +10% mind / +13% all Changes damage: +6% all Physical save: +14 (+7 eff.) Spell save: +12 (+3 eff.) Mental save: +24 (+9 eff.) Spellpower: +12 (+2 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. |
silk robe 'Tidesaw' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +20 (+5 eff.) Damage when hit (Melee): 6 cold Changes stats: +3 Str / +12 Wil / +4 Con Changes resistances: +34% cold / +13% all Changes resistances penetration: +25% temporal Changes damage: +23% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Str / +7 Mag / +5 Wil Changes resistances: +14% lightning / +10% cold / +12% blight / +15% all Changes damage: +23% lightning / +9% physical / +18% cold Life regen: +3.00 Maximum life: +52.00 Healing mod.: +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dayclamor the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 blight Changes stats: +8 Str / +8 Con Changes resistances penetration: +20% arcane Changes damage: +12% blight / +8% physical / +12% light / +6% fire Critical mult.: +10.00% Mana when firing critical spell: +2.00 Spell crit. chance: +3% Damage Shield penetration: +30% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layedhevea the Skydream (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes resistances: +30% lightning Changes damage: +21% lightning / +15% cold Life regen: +7.00 Healing mod.: +14% A pair of boots made of leather. |
pair of hardened leather boots 'Lisarinn' (15 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +3.0% Physical power: +8 (+3 eff.) Armour: +3 Defense: +15 (+4 eff.) Changes resistances penetration: +10% physical Critical mult.: +20.00% Physical save: +15 (+8 eff.) Stamina each turn: +3.00 Maximum stamina: +20.00 Spellpower: +9 (+2 eff.) Mindpower: +9 (+3 eff.) A pair of boots made of leather. |
pair of hardened leather boots 'Thunderwreck' (10 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Damage when hit (Melee): 4 temporal Changes stats: +4 Wil / +3 Cun / +4 Con Changes resistances penetration: +25% lightning Changes damage: +6% lightning Physical save: +10 (+5 eff.) Spell save: +8 (+2 eff.) Mental save: +10 (+5 eff.) Stamina each turn: +2.00 Only die when reaching: -40.00 life A pair of boots made of leather. |
Getagokor the Flashstar (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 nature Changes resistances: +7% nature / +9% darkness Changes resistances penetration: +5% lightning Changes damage: +15% lightning / +9% fire / +6% nature / +3% darkness When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +7 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of war-making (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Critical mult.: +7.00% Mental save: +8 (+4 eff.) Maximum life: +40.00 Spell crit. chance: +7% Mental crit. chance: +7% When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duvymakan (15 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +15 (+4 eff.) Fatigue: +4% Changes stats: +7 Wil Changes resistances: +11% blight / +24% acid Mental save: +11 (+5 eff.) Cut immunity: +20% Disarm immunity: +20% Maximum life: +100.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gloombolt (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex Changes damage: +15% darkness Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spell crit. chance: +2% Damage Shield penetration: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shockwitch the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 10 mind Changes stats: +6 Wil Changes resistances: +10% blight / +5% arcane Changes resistances penetration: +5% lightning Changes damage: +15% lightning / +6% arcane Mental save: +20 (+8 eff.) Equilibrium when hit: +0.08 Mindpower: +15 (+5 eff.) A cap made of leather. |
Stormbraze the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +7 Con Changes resistances: +15% lightning / +9% blight / +15% darkness / +22% nature Changes damage: +15% nature See invisible: +15 A pointy cloth hat, very wizardly... |
Xeroth the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Wil Changes resistances penetration: +10% blight / +15% arcane Changes damage: +9% arcane Physical save: +15 (+8 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower: +30 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
3 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. |
569 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 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. |
8 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. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 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. |
6 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 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Adera the Sunward (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +3 Physical crit. chance: +1.0% Fatigue: -5% Changes stats: +5 Str / +1 Con Changes resistances penetration: +15% mind / +10% light When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Cloudbile' (dig speed 28 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +2 Str Changes resistances: +12% nature Changes damage: +8% nature / +12% lightning Reduces incoming crit damage: 5.00% Physical save: +3 (+2 eff.) Mental save: +6 (+3 eff.) Disease immunity: +20% Silence immunity: +20% Maximum life: +60.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
6 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 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. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
GlintblissInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Changes stats: +1 Con Changes damage: +6% physical Mental save: +8 (+4 eff.) Stamina each turn: +3.00 Maximum stamina: +20.00 Light radius: +7 See stealth: +11 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
IsowenInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +7 (+3 eff.) Armour: +8 Changes stats: +5 Str / +5 Wil Changes damage: +9% physical Critical mult.: +15.00% Maximum stamina: +20.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Ulfebar the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes resistances: +5% arcane Changes resistances penetration: +15% arcane / +10% acid Changes damage: +6% acid Blindness immunity: +33% Confusion immunity: +16% Spellpower: +15 (+3 eff.) Light radius: +9 See stealth: +12 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 150.48 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Gloresenn'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +25 (+7 eff.) Changes resistances: +6% fire / +16% darkness / +3% physical Changes resistances penetration: +25% blight / +15% mind Changes damage: +11% light Damage affinity(heal): +5% light Silence immunity: +10% Disarm immunity: +20% Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 281.76 light damage. At talent level 3 you gain 42% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Changes damage: +10% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
2 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. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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 Activation costs 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 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. |
Mardorek the Earthwoe [power 360] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +4 Defense: +20 (+5 eff.) Changes stats: +2 Con Changes resistances: +2% physical Changes resistances penetration: +15% nature Physical save: +12 (+6 eff.) It can be used to blast the opponent's mind dealing 403 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. * Gain a 32% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Velythra the Sootpain [power 270] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +8 Con Changes resistances: +9% darkness Changes damage: +3% darkness It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 270 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 19% for 2 turns. * Reduce fatigue by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick iron torque of clear mind [power 1] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 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 18 turns. Torques are made by powerful psionics to store psionic powers. |
Glamira [power 290] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +20 (+7 eff.) Defense: +25 (+7 eff.) Changes stats: +4 Dex Changes damage: +15% physical Stamina each turn: +2.00 It can be used to heal yourself and all friendly characters within 10 spaces for 290 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 32% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Strikevault' [power 302] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +4.0% Changes stats: +4 Dex Changes resistances: +24% lightning Changes resistances penetration: +20% physical Changes damage: +24% lightning It can be used to sting an enemy dealing 302 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Cherelin the Shockwire [power 368] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +3 Wil Changes resistances: +6% lightning Maximum wards: +6 lightning / +4 cold / +4 nature / +4 acid Changes resistances penetration: +15% lightning Talent granted: +1 Ward Psi when hit: +0.08 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 110 lightning damage and will be dazed for 1 turn (550 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Heal for 59. * Reduce fatigue by 33% 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 'Rainvile' [power 10] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +6% cold Changes damage: +12% mind Spellpower: +15 (+3 eff.) Spell crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to reveal the area around you, dispelling darkness (radius 10, power 91 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By yeeeekblade the Yeek Arcane Blade level 33
74th Dusk 122nd year of Ascendancy at 09:03 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By yeeeekblade the Yeek Arcane Blade level 38
41st Haze 122nd year of Ascendancy at 14:29 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By yeeeekblade the Yeek Arcane Blade level 37
38th Haze 122nd year of Ascendancy at 01:54 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By yeeeekblade the Yeek Arcane Blade level 37
37th Haze 122nd year of Ascendancy at 20:19 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By yeeeekblade the Yeek Arcane Blade level 24
39th Dusk 122nd year of Ascendancy at 16:23 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By yeeeekblade the Yeek Arcane Blade level 32
58th Dusk 122nd year of Ascendancy at 02:47 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By yeeeekblade the Yeek Arcane Blade level 29
52nd Dusk 122nd year of Ascendancy at 21:13 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By yeeeekblade the Yeek Arcane Blade level 33
69th Dusk 122nd year of Ascendancy at 21:17 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By yeeeekblade the Yeek Arcane Blade level 10
2nd Flare 122nd year of Ascendancy at 12:17 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By yeeeekblade the Yeek Arcane Blade level 20
23rd Dusk 122nd year of Ascendancy at 22:34 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By yeeeekblade the Yeek Arcane Blade level 30
53rd Dusk 122nd year of Ascendancy at 11:00 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By yeeeekblade the Yeek Arcane Blade level 40
65th Haze 122nd year of Ascendancy at 05:09 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By yeeeekblade the Yeek Arcane Blade level 33
12nd Haze 122nd year of Ascendancy at 14:40 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By yeeeekblade the Yeek Arcane Blade level 32
56th Dusk 122nd year of Ascendancy at 13:53 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By yeeeekblade the Yeek Arcane Blade level 17
15th Dusk 122nd year of Ascendancy at 20:33 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By yeeeekblade the Yeek Arcane Blade level 38
38th Haze 122nd year of Ascendancy at 04:55 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By yeeeekblade the Yeek Arcane Blade level 31
55th Dusk 122nd year of Ascendancy at 22:09 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By yeeeekblade the Yeek Arcane Blade level 9
9th Mirth 122nd year of Ascendancy at 09:44 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By yeeeekblade the Yeek Arcane Blade level 11
9th Flare 122nd year of Ascendancy at 09:00 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By yeeeekblade the Yeek Arcane Blade level 40
74th Haze 122nd year of Ascendancy at 06:08 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By yeeeekblade the Yeek Arcane Blade level 28
49th Dusk 122nd year of Ascendancy at 21:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By yeeeekblade the Yeek Arcane Blade level 19
23rd Dusk 122nd year of Ascendancy at 13:45 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By yeeeekblade the Yeek Arcane Blade level 30
55th Dusk 122nd year of Ascendancy at 18:30 see stats
Log
Talent Blinding Speed is ready to use.
Rested for 40 turns (stop reason: all resources and life at maximum).
Yeeeekblade wears (replacing murderer's cashmere cloak of the hunter (2 def, 0 armour)): Galewarden the elven-silk cloak (13 def, 11 armour).
You gain 20.25 gold from the transmogrification of soothing elven-wood wand of conjuration [power 295] (15 cooldown).
You gain 2.95 gold from the transmogrification of deadly quiver of dragonbone arrows of grasping (24/24, 183% power, 18 apr).
You gain 25.00 gold from the transmogrification of Sunnail (18/18, 172% power, 14 apr).
You gain 8.40 gold from the transmogrification of enlightening cured leather armour of delving (6 def, 4 armour).
You gain 17.72 gold from the transmogrification of Heatsquall (5 def, 20 armour).
You gain 25.00 gold from the transmogrification of Baridunik (4 def, 14 armour).
You gain 5.05 gold from the transmogrification of stargazer's elven-silk robe (0 def, 0 armour).
You gain 7.56 gold from the transmogrification of voratun waraxe of enduring (150% power, 6 apr).
You gain 5.00 gold from the transmogrification of balanced voratun waraxe of massacre (168% power, 6 apr).
You gain 8.68 gold from the transmogrification of shimmering dragonbone magestaff of greater warding (136% power, 6 apr, lightning element).
You gain 25.00 gold from the transmogrification of Blackoracle the stralite longsword (139% power, 5 apr).
You gain 11.79 gold from the transmogrification of warden's yew longbow of lightning.
You gain 7.34 gold from the transmogrification of plaguebringer's voratun greatsword (175% power, 4 apr).
You gain 6.72 gold from the transmogrification of acidic voratun greatsword of rage (172% power, 4 apr).
You gain 8.85 gold from the transmogrification of caustic stralite greatmaul of erosion (164% power, 3 apr).
You gain 3.86 gold from the transmogrification of acidic stralite greatmaul of paradox (162% power, 3 apr).
You gain 6.58 gold from the transmogrification of truestriking stralite dagger of vileness (136% power, 9 apr).
You gain 25.00 gold from the transmogrification of stralite dagger 'Beoldil' (135% power, 9 apr).
You gain 18.11 gold from the transmogrification of dwarven-steel dagger 'Blazebreacher' (120% power, 7 apr).
You gain 1.04 gold from the transmogrification of regeneration infusion (heal 182; 12 cd).
You gain 1.03 gold from the transmogrification of regeneration infusion (heal 177; 17 cd).
Resting starts...
Rested for 27 turns (stop reason: all resources and life at maximum).
The furious lightning storm around yeeeekblade calms down and disappears.



























































































































