Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 39 / 80% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 36 (base 13) |
| Dexterity | 104 (base 60) |
| Constitution | 20 (base 10) |
| Magic | 36 (base 10) |
| Willpower | 56 (base 36) |
| Cunning | 87 (base 60) |
Resources
| Life | 1177/1177 |
| Stamina | 309/309 |
| Equilibrium | 43 |
| Healing Factor | 1.2370588855781 |
| Regeneration | 13.029743313079 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | 62.164904474728 |
| See Invisible | 62.164904474728 |
Offense: Mainhand
| Damage | 165 |
| Accuracy | 71 |
| Crit Chance | 84% |
| APR | 5 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 55% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| All | 0% |
| Physical | +35% |
| Mind | +9% |
| Nature | +6% |
Offense: Damage Penetration
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 32.719009130622 (66.439381135396%) |
| Defense | 73 |
| Ranged Defense | 73 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 31 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 7%( 70%) |
| Arcane | + 6%( 70%) |
| Cold | + 10%( 70%) |
| All | + 1%( 70%) |
| Darkness | + 24%( 70%) |
| Physical | + 40%( 70%) |
| Mind | + 13%( 70%) |
| Fire | + 1%( 70%) |
| Lightning | + 10%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 879% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Cunning / Called Shots | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Crippling Poison |
| talent | Trained Reactions |
| talent | Numbing Poison |
| talent | Counter Shot |
| talent | Bombardment |
| talent | Antimagic Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is blinded, unable to see anything and takes 34.56 darkness damage per turn. Bane of Blindness |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | Soul absorbed upon death. Soul Leech |
| beneficial effect | You gain 23% resistance against darkness. Resolve |
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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by cold drake hatchling. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)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 Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Dexterity by +5. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 463. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed faerlhing fang. * You've found the needed pouch of luminous horror dust. 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 ice ant stinger. * You've found the needed storm wyrm claw. * You've found the needed vampire lord fang. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed multi-hued wyrm scale. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed pouch of bone giant dust. * You've found the needed minotaur nose. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* 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. * 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
| On feet | Eden's Guile (2 def, 1 armour) =main=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 64% (based on Cunning) Activation costs 40 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | barbed pouch of stralite shots of crippling (19/19, 51-61 power, 5 apr) =main=Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 51.0 - 61.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +23.5% Capacity: 19 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | watchleader's alchemist's lamp of health =main=Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +22% Confusion immunity: +10% Maximum life: +49.00 Light radius: +9 See stealth: +10 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 32 cooldown : Effective talent level: 5.1 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Zeranik the hardened leather cap (0 def, 3 armour) =cmult=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +8 Wil / +3 Cun Critical mult.: +25.00% Stamina when hit: +2.10 Equilibrium when hit: +1.20 Maximum hate: +6.00 A cap made of leather. |
| On hands | brawler's hardened leather gloves of war-making (0 def, 2 armour) =main=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +2 Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +8.00% Physical save: +8 (+3 eff.) Spell crit. chance: +7% Mental crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | stralite torque of psionic shield [power 107] (20 cooldown) =main=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 107 for 5 turns Activation puts all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Kygas =main=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +7 Str / +2 Dex / +7 Con Changes resistances penetration: +15% temporal Changes damage: +6% physical Critical mult.: +20.00% Physical save: +18 (+6 eff.) Stamina each turn: +3.00 Rings make your fingers look great! |
| On fingers | Olyldir =main=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +12 Changes stats: +8 Str / +2 Con Changes resistances: +2% physical Mental save: +15 (+5 eff.) Life regen: +4.00 Maximum life: +60.00 Healing mod.: +15% Rings make your fingers look great! |
| Around neck | enraging stralite amulet of willpower (+5) =main=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Wil Changes damage: +7% physical Combat speed: +10% Amulets make your neck look great! |
| In main hand | Hare-Skin Sling =main=Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 7 power out of 8/8) : Effective talent level: 3.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
| Around waist | balancing hardened leather belt of burglary =main=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +7 Dex / +9 Cun / +6 Lck Trap disarming bonus: +8 Stealth bonus: +9 Mental crit. chance: +8% Infravision radius: +4 A belt that goes around your waist. |
| In off hand | Bregoran the Duskvalor (0 def, 6 armour, 26-31 power, 114 block) =main=Requires: - Shield usage training - Cunning 24 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.0 - 31.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +114 On weapon hit: * 20% chance to reduce armor by 26% Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 physical / +20 darkness When wielded/worn: Physical power: +10 (+2 eff.) Armour: +6 Fatigue: +8% Changes stats: +4 Wil Changes resistances: +15% physical Talent granted: +1 Block Critical mult.: +20.00% Slows Projectiles: +19% Bonus block near projectiles: +63 Handheld deflection devices. |
| Cloak | Runulach the Murkwill (2 def, 0 armour) =main=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Wil Changes resistances: +9% lightning / +6% blight / +9% cold / +5% arcane / +12% acid Changes damage: +6% nature Maximum life: +44.00 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Delatir the Umbrarebel (0 def, 0 armour) =main=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Dex / +6 Cun / +6 Mag Changes resistances: +22% physical / +12% mind / +11% all Changes damage: +22% physical / +9% mind / +12% darkness Reduces incoming crit damage: 15.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 76; cd 10)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the wizard (heal 112; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 112 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the duelist (die at -590; dur 7; cd 34)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: 36 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 -590 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 590 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the warrior (die at -436; dur 7; cd 26)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: 28 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 -436 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 436 life, 7 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. 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 (speed 573%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 increase movement speed by 573% 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. 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 808%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 808% 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. |
movement infusion of the wizard (speed 607%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% 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 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. |
regeneration infusion of the psychic (heal 355; 13 cd)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 355 life over 5 turns. Its effects scale with your Willpower 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. |
regeneration infusion of the titan (heal 149; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 149 life over 5 turns. Its effects scale with your Constitution 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 of the titan (res 22%; magical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 of the titan (res 22%; mental; dur 4; cd 10)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 of the warrior (res 23%; magical; dur 3; 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: 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 effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature 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! |
Shivervile =cmult=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +15% mind / +18% cold Changes damage: +6% mind Critical mult.: +20.00% Life regen: +3.00 Maximum hate: +4.00 Mindpower: +20 (+7 eff.) Amulets make your neck look great! |
The Far-Hand =con=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 29 power out of 36/36) : Effective talent level: 4.0 Power cost: 29 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (128). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
clarifying steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% mind Confusion immunity: +20% Amulets make your neck look great! |
cleansing steel amulet of willpower (+3) =wil/blight=Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% nature / +13% blight Poison immunity: +21% Disease immunity: +20% Amulets make your neck look great! |
copper amulet of mastery (0.10 Technique / Buckler Training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Technique / Buckler Training Amulets make your neck look great! |
grounding gold amulet =stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +28% Amulets make your neck look great! |
restful steel amulet of strength (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Life regen: +1.00 Amulets make your neck look great! |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +23% Amulets make your neck look great! |
stabilizing gold amulet of mastery (0.24 Cunning / Called Shots)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% temporal Talent mastery: +0.24 Cunning / Called Shots Pinning immunity: +26% Knockback immunity: +28% Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+3) =temp=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +13% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets make your neck look great! |
stralite amulet 'Blastreeve' =cmult=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 blight / 6 temporal Changes stats: +3 Wil Changes resistances: +12% lightning / +8% physical Changes resistances penetration: +10% lightning Changes damage: +6% blight Critical mult.: +15.00% Stamina each turn: +0.80 Amulets make your neck look great! |
warrior's gold amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex Changes resistances: +7% physical Stamina each turn: +0.20 Amulets make your neck look great! |
Vargh Redemption =con=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.40 cold and 20.79 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 47 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings make your fingers look great! |
gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +9 Physical power: +7 (+1 eff.) Defense: +9 (+2 eff.) Changes stats: +5 Str / +4 Con It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.6 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's gold ring of speed =speed=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +7 (+2 eff.) Changes stats: +4 Dex Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
psionicist's gold ring of perseverance =stun=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
psionicist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+1 eff.) Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +27.00 Rings make your fingers look great! |
savior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! |
savior's stralite ring of lightning (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +34% lightning Changes damage: +17% lightning Physical save: +13 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! |
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: +20% Pinning immunity: +31% Knockback immunity: +23% Maximum life: +29.00 Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
solipsist's steel ring of pilfering =cun/wil=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes stats: +4 Cun / +5 Wil Mindpower: +7 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.6 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 28 Damage (Melee): 12 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 28 Damage (Ranged): 7 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
titan's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Disarm immunity: +21% Pinning immunity: +28% Knockback immunity: +25% Maximum life: +20.00 Rings make your fingers look great! |
warrior's gold ring of clarity =conf=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Mental save: +9 (+3 eff.) Confusion immunity: +35% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.stormbringer's voratun battleaxe of ruin (57-86 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +45 lightning / +26 cold When wielded/worn: Armour penetration: +21 Physical crit. chance: +14.0% Changes resistances penetration: +14% lightning / +26% cold Critical mult.: +35.00% Movement speed: +56% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Storm Fury Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+7 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+14 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 76 to 152 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
enhanced elm longbow of enduring =wil/con=Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 When wielded/worn: Changes stats: +5 Str / +8 Dex / +8 Mag / +15 Wil / +6 Cun / +15 Con Maximum life: +15.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.short yew magestaff of illumination (20-24 power, 4 apr, cold element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +8 (+2 eff.) Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 53.85 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
monstrous hardened leather belt of burglary =con=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Str / +4 Dex / +3 Cun / +4 Con / +7 Lck Trap disarming bonus: +10 Stealth bonus: +8 Physical save: +9 (+3 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
noble's hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Damage against: +24% Summoned Reduced damage from: +23% Summoned Maximum life: +45.00 A belt that goes around your waist. |
Grinemalen the cashmere cloak (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +12 (+3 eff.) Changes stats: +2 Str / +4 Wil / +4 Cun Changes resistances: +9% acid / +9% darkness Disease immunity: +20% Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brandfury the woollen robe (0 def, 0 armour) =wil/con=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +2 Wil / +4 Con Changes resistances: +19% lightning / +9% all Changes damage: +13% lightning / +21% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven silk robe of light (+27%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +27% light / +13% all Changes damage: +18% light Spell save: +23 (+10 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Toragas the Scorchtitan (0 def, 4 armour) =reg=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun Changes resistances penetration: +10% mind / +25% fire Knockback immunity: +20% Life regen: +4.00 Stamina each turn: +0.50 Only die when reaching: -60.00 life Maximum stamina: +15.00 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 'Mybers' (0 def, 3 armour) =conf=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Str / +4 Con Changes resistances: +15% mind / +6% cold Changes resistances penetration: +25% acid Changes damage: +6% acid Confusion immunity: +20% Life regen: +4.00 Maximum life: +60.00 It can be used to activate talent Rush, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots 'Ereloromihor' (0 def, 1 armour) =wil/con=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 55% Changes stats: +3 Con / +3 Wil Changes resistances: +3% cold Changes resistances penetration: +6% physical Critical mult.: +5.00% Hate when firing a critical mind attack: +4.00 Maximum hate: +2.00 Maximum psi: +30.00 Mindpower: +4 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Gynne the voratun gauntlets (0 def, 3 armour) =con=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Physical power: +15 (+3 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +9 Dex / +4 Wil / +4 Cun / +9 Con Changes resistances: +3% physical Talent mastery: +0.20 Technique / Grappling Physical save: +35 (+12 eff.) Spell save: +9 (+4 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +95% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
restful drakeskin leather gloves of the verdant (0 def, 3 armour) =reg=Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes resistances: +13% blight / +5% darkness / +9% arcane Damage affinity(heal): +10% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +11 (+5 eff.) Life regen: +9.00 Stamina each turn: +1.70 Maximum stamina: +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bokahor (0 def, 3 armour) =reg=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Disarm immunity: +10% Knockback immunity: +10% Life regen: +4.00 Maximum life: +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) =main=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Hettydin the cashmere wizard hat (2 def, 0 armour) =wil/con=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +5 Mag / +3 Wil / +2 Cun / +5 Con Changes resistances: +9% acid / +16% fire Changes damage: +11% fire A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Flareclamor' (2 def, 4 armour) =fire=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Defense: +2 (+0 eff.) Changes stats: +3 Str / +1 Dex / +2 Con Changes resistances: +19% fire Changes resistances penetration: +5% fire Changes damage: +6% physical / +13% fire A pointy cloth hat, very wizardly... |
warlord's hardened leather cap of the depths (0 def, 3 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str / +5 Wil Changes resistances: +7% cold / +8% physical Allows you to breathe in: water Physical save: +7 (+3 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.voratun mail armour of command (15 def, 17 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +15 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun Mental save: +15 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic drakeskin leather armour of cold resistance (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes resistances: +22% cold / +14% light / +15% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.quiver of elven-wood arrows of crippling (17/18, 42-59 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +13.5% Capacity: 18 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
12 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. |
335 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. |
4 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. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of the Iron Throne (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +21.00 Maximum stamina: +21.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 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. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
Summertide Phial =dispel=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(113 power, based on Willpower) Activation costs 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Casts lasers on spellcast when worn or imbued. 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 Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
5 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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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 158 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. |
Freezewill [power 434] (12 cooldown) =con=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +4 Cun / +7 Con Changes resistances: +6% cold Changes resistances penetration: +25% mind Reduces incoming crit damage: 10.00% Infravision radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
11 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. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
9 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. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Copter the Halfling Skirmisher level 35
18th Pyre 123rd year of Ascendancy at 16:27 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Copter the Halfling Skirmisher level 34
16th Pyre 123rd year of Ascendancy at 20:07 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Copter the Halfling Skirmisher level 17
47th Haze 122nd year of Ascendancy at 06:50 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Copter the Halfling Skirmisher level 38
54th Pyre 123rd year of Ascendancy at 15:13 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Copter the Halfling Skirmisher level 38
44th Pyre 123rd year of Ascendancy at 15:23 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Copter the Halfling Skirmisher level 13
8th Haze 122nd year of Ascendancy at 00:20 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Copter the Halfling Skirmisher level 37
32nd Pyre 123rd year of Ascendancy at 04:26 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Copter the Halfling Skirmisher level 21
4th Allure 123rd year of Ascendancy at 02:54 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Copter the Halfling Skirmisher level 18
57th Haze 122nd year of Ascendancy at 11:01 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Copter the Halfling Skirmisher level 30
60th Regrowth 123rd year of Ascendancy at 05:14 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Copter the Halfling Skirmisher level 29
30th Regrowth 123rd year of Ascendancy at 01:29 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Copter the Halfling Skirmisher level 10
3rd Flare 122nd year of Ascendancy at 04:03 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Copter the Halfling Skirmisher level 20
1st Decay 122nd year of Ascendancy at 21:11 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Copter the Halfling Skirmisher level 30
38th Regrowth 123rd year of Ascendancy at 19:51 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Copter the Halfling Skirmisher level 30
52nd Regrowth 123rd year of Ascendancy at 08:23 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Copter the Halfling Skirmisher level 29
25th Regrowth 123rd year of Ascendancy at 19:41 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Copter the Halfling Skirmisher level 32
9th Pyre 123rd year of Ascendancy at 02:13 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Copter the Halfling Skirmisher level 29
26th Regrowth 123rd year of Ascendancy at 17:50 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Copter the Halfling Skirmisher level 37
32nd Pyre 123rd year of Ascendancy at 06:43 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Copter the Halfling Skirmisher level 9
3rd Mirth 122nd year of Ascendancy at 18:10 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Copter the Halfling Skirmisher level 9
5th Mirth 122nd year of Ascendancy at 08:05 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Copter the Halfling Skirmisher level 30
39th Regrowth 123rd year of Ascendancy at 18:33 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Copter the Halfling Skirmisher level 18
57th Haze 122nd year of Ascendancy at 11:18 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Copter the Halfling Skirmisher level 34
15th Pyre 123rd year of Ascendancy at 17:54 see stats
Log
You pickup 0.70 gold pieces.
Resting starts...
Copter slows down.
Talent Infusion: Movement is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Copter uses Track.
Copter uses Infusion: Movement.
Copter is moving at extreme speed!
Displaying creatures.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Resting starts...
Copter slows down.
Rested for 6 turns (stop reason: detrimental status effect).
Copter loses sight!
Copter attunes to the damage.
Bane of Blindness from Overpowered greater multi-hued wyrm hits Copter for (34 antimagic), 0 darkness (0 total damage).
Hotkey page 7 is now displayed.
Hotkey page 1 is now displayed.
Hotkey page 2 is now displayed.
Hotkey page 1 is now displayed.
Hotkey page 7 is now displayed.
Hotkey page 1 is now displayed.


























































































































