Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 43 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Belanor the temporal stalker at level 13 on the 66th Dusk 122nd year of Ascendancy at 10:06 0 / 8Killed by Celia at level 19 on the 49th Pyre 123rd year of Ascendancy at 07:56 Killed by elven cultist at level 24 on the 29th Dusk 123rd year of Ascendancy at 13:37 Killed by multi-hued drake at level 35 on the 62nd Regrowth 124th year of Ascendancy at 23:54 Killed by gigantic gravity worm at level 36 on the 13rd Pyre 124th year of Ascendancy at 12:36 Killed by Porinn the Silent Death at level 43 on the 15th Regrowth 125th year of Ascendancy at 08:37 Killed by shadow at level 43 on the 15th Regrowth 125th year of Ascendancy at 18:49 Killed by Sin'ewn at level 43 on the 15th Regrowth 125th year of Ascendancy at 20:30 |
| Antimagic | Follower |
Primary Stats
| Strength | 79 (base 48) |
| Dexterity | 123 (base 60) |
| Constitution | 47 (base 33) |
| Magic | 17 (base 10) |
| Willpower | 40 (base 19) |
| Cunning | 80 (base 31) |
Resources
| Life | -13/1074 |
| Stamina | 150/171 |
| Equilibrium | 42 |
| Healing Factor | 1.4 |
| Regeneration | 132.79 |
Speed
| Mental | -28.571428571429% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 8 |
Offense: Mainhand
| Damage | 220 |
| Accuracy | 91 |
| Crit Chance | 107% |
| APR | 103 |
| Speed | 0.98 |
Offense: Spell
| Spellpower | 10.25 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57.5 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +14% |
| Physical | +40% |
| Acid | +13% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +11% |
| Blight | +5% |
| Arcane | +5% |
| Mind | +10% |
| Physical | +41% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 40.916666666667 |
| Ranged Defense | 47.583333333333 |
| Fatigue | 1 |
| Physical Save | 58.5 |
| Spell Save | 40.816666666667 |
| Mental Save | 66.35 |
Defense: Resistances
| Acid | + 60%( 70%) |
| Blight | + 74%( 80%) |
| Arcane | + 53%( 70%) |
| All | + 51%( 70%) |
| Darkness | + 69%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 63%( 70%) |
| Fire | + 57%( 70%) |
| Nature | + 67%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 33% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 29% for 6 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 481 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 452 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1106% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Poisons | 1.20 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Archery excellence | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.10 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Aim |
| talent | Insidious Poison |
| talent | Intuitive Shots |
| talent | Slow Motion |
| talent | Numbing Poison |
| detrimental effect | The target is confused, acting randomly (chance 10%) and unable to perform complex actions. Confused |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | The target ignores pain, reducing all damage taken by 29%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 90.40 life per turn. Regeneration |
| beneficial effect | You gain 19% resistance against temporal. 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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the 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 Willpower by +1. | done |
You failed to protect the lone alchemist from death by orc warrior. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 3 of Trollmire) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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: 706. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | invigorating pair of drakeskin leather boots of disengagement (0 def, 5 armour) invigorating pair of drakeskin leather boots of disengagement (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Changes stats: +4 Cun / +3 Dex Stamina each turn: +0.60 Maximum life: +48.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
| Quiver | Glunne the quiver of elven-wood arrows (17/24, 53.5-74.9 power, 21 apr) Glunne the quiver of elven-wood arrows (17/24, 53.5-74.9 power, 21 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 53.5 - 74.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +21 Physical crit. chance: +8.5% Capacity: 25 Travel speed: +200% Damage when this weapon hits(ranged): +4 temporal / +8 gravity Damage conversion: 20% temporal Damage against: +5% Humanoid When wielded/worn: Ammo reloads per turns: +4 Arrows are used with bows to pierce your foes to death. |
| Light source | Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +6 Spell save: +6 Mental save: +6 Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
| On head | Duskglean the drakeskin leather cap (0 def, 5 armour) Duskglean the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +20 Dex / +10 Con Damage when the wearer hits(melee): 2 darkness Changes resistances: +5% arcane / +9% nature / +18% light / +37% darkness / +6% temporal Changes damage: +3% darkness Infravision radius: +8 A cap made of leather. |
| Tool | Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | Mayylewen MayylewenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 Physical power: +4 Changes stats: +7 Cun / +7 Dex Changes resistances penetration: +10% physical Changes damage: +9% physical Psi per kill: +3.00 Rings can have magical properties. |
| On fingers | stralite ring 'Dazzlevein' stralite ring 'Dazzlevein'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 2 light Critical mult.: +15.00% Physical save: +14 Spell save: +14 Mental save: +15 Maximum mana: +20.00 Light radius: +1 New effects duration reduction after a teleport: +20% Rings can have magical properties. |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 Changes stats: +12 Dex / +10 Cun / +8 Lck Slows Projectiles: +30% It can be used to activate talent Evasion (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 47 defense for 10 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | swiftstrike elven-wood longbow of power swiftstrike elven-wood longbow of powerRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 70% Firing range: +9 Travel speed: +200% When wielded/worn: Changes resistances penetration: +14% physical Changes damage: +17% physical Longbows are used to shoot arrows at your foes. |
| On hands | Sinni's Mits (0 def, 3 armour) Sinni's Mits (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +33 Armour penetration: +10 Physical power: +40 Armour: +3 Changes stats: +11 Str / +9 Dex / +5 Cun Changes resistances penetration: +5% blight Maximum mana: +40.00 Spellpower: +4 Damage Shield penetration: +20% Resist all after a teleport: +8% It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: 9.0 Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Velawen the elven-silk robe (5 def, 0 armour) Velawen the elven-silk robe (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +6 Cun / +5 Wil Damage when the wearer hits(melee): 4 mind Damage when the wearer is hit: 12 mind / 4 arcane Changes resistances: +19% acid Changes resistances penetration: +17% physical / +5% arcane / +11% darkness / +10% mind Changes damage: +9% physical / +11% darkness / +13% acid Physical save: +15 Spell save: +13 Mental save: +28 Maximum hate: +15.00 Mindpower: +7 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | restorative elven-silk cloak of fog (9 def, 0 armour) restorative elven-silk cloak of fog (9 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +9 Changes resistances: +13% fire / +13% nature / +17% blight / +21% light Stealth bonus: +10 Life regen: +1.80 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | mindweaver's voratun amulet of murder mindweaver's voratun amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +6 Physical crit. chance: +5.0% Changes stats: +5 Wil Critical mult.: +20.00% Mental save: +13 Confusion immunity: +23% Mindpower: +6 Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 499) healing infusion of the duelist (heal 499)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 499 life. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+22 for 8 turns, die at -754) heroism infusion of the duelist (+22 for 8 turns, die at -754)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 8 turns. Also while Heroism is active, you will only die when reaching -754 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (704% speed; 7 turns) movement infusion (704% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 704% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. 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 ability. |
movement infusion of the psychic (662% speed; 5 turns) movement infusion of the psychic (662% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 662% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 ability. |
wild infusion (resist 25%; cure magical, mental) wild infusion (resist 25%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 25% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 24%; cure mental) wild infusion of the titan (resist 24%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 24% for 6 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 ability. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 304.60 physical damage in a radius 7 cone in front of you. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% It can be used to activate talent Bind (costing 27 power out of 30/30) : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 6 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
painweaver's gold ring of clarity painweaver's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Changes damage: +6% all Mental save: +8 Confusion immunity: +27% Spellpower: +5 Mindpower: +8 Rings can have magical properties. |
sneakthief's stralite ring of clarity sneakthief's stralite ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Changes stats: +7 Cun / +6 Dex Mental save: +9 Confusion immunity: +40% Rings can have magical properties. |
sneakthief's stralite ring of fire (+28%) sneakthief's stralite ring of fire (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 Changes stats: +7 Cun / +6 Dex Changes resistances: +28% fire Changes damage: +14% fire Rings can have magical properties. |
sneakthief's stralite ring of life sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Changes stats: +6 Cun / +7 Dex Life regen: +1.00 Maximum life: +65.00 Healing mod.: +18% Rings can have magical properties. |
titan's gold ring of corrosion (+26%) titan's gold ring of corrosion (+26%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +26% acid Changes damage: +13% acid Physical save: +10 Rings can have magical properties. |
voratun ring 'Lorugontir' voratun ring 'Lorugontir'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +1 Str Damage when the wearer is hit: 4 arcane Critical mult.: +10.00% Disarm immunity: +50% Pinning immunity: +46% Knockback immunity: +42% Mana when firing critical spell: +3.00 Maximum life: +35.00 Spell crit. chance: +1% Rings can have magical properties. |
voratun ring 'Xerann' voratun ring 'Xerann'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes damage: +12% mind Mental save: +12 Stun/Freeze immunity: +43% Life regen: +4.80 Rings can have magical properties. |
warrior's stralite ring of pilfering warrior's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Armour penetration: +11 Armour: +10 Defense: +12 Changes stats: +5 Str It can be used to activate talent Disengage, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun battleaxe of nature (57-85.5 power, 4 apr)plaguebringer's voratun battleaxe of nature (57-85.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. 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 Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +8 blight Damage conversion: 44% nature When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +14% nature Disease immunity: +26% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic voratun dagger of vileness (37.5-48.75 power, 9 apr)acidic voratun dagger of vileness (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +16 acid / +6 blight Burst (radius 2) on crit: +12 infective blight Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental stralite dagger of rage (31-40.3 power, 9 apr)elemental stralite dagger of rage (31-40.3 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 15% fire / 18% cold / 18% lightning / 17% acid When wielded/worn: Accuracy: +5 Changes stats: +4 Str Changes damage: +8% physical Stamina when hit: +0.72 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick iron dagger of nature (5-6.5 power, 5 apr)quick iron dagger of nature (5-6.5 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.0 - 6.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 90% Damage conversion: 22% nature When wielded/worn: Accuracy: +5 Changes stats: +2 Dex Changes resistances: +3% all Changes resistances penetration: +5% nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. inquisitor's voratun longsword of the leech (43.5-60.9 power, 6 apr)inquisitor's voratun longsword of the leech (43.5-60.9 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Special effect when this weapon crits: burns latent spell energy Damage when this weapon hits: +27 manaburn arcane / +16 nature slow When wielded/worn: Damage when the wearer is hit: 15 nature slow Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Phoenixwreck (41-49.2 power, 6 apr, fire damage)Phoenixwreck (41-49.2 power, 6 apr, fire damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 fire Damage conversion: 20% fire When wielded/worn: Changes stats: +4 Wil / +5 Mag Changes resistances: +6% lightning / +5% arcane Changes resistances penetration: +5% acid Changes damage: +41% fire Talent granted: +1 Command Staff Maximum mana: +87.00 Spellpower: +38 Spell crit. chance: +13% It can be used to project damage in a circle from the staff, placing all other charms into a 9 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
cashmere cloak 'Anuruirak' (2 def, 14 armour) cashmere cloak 'Anuruirak' (2 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +14 Defense: +2 Changes stats: +1 Dex Changes resistances: +30% cold / +13% nature / +13% blight Life regen: +1.40 Stamina each turn: +0.40 Infravision radius: +3 Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of implacability (9 def, 0 armour) enveloping cashmere cloak of implacability (9 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Physical save: +17 Mental save: +10 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 213.55 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 It can be used to activate talent Indomitable (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Traces of a dragon's power still remain in this bleached and cracked skull. |
champion's dwarven-steel helm of the bounder (0 def, 4 armour) champion's dwarven-steel helm of the bounder (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +8 Str / +6 Dex / +3 Wil Mental save: +11 Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scale Mail of Kroltar (10 def, 14 armour) Scale Mail of Kroltar (10 def, 14 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% fire / +20% lightning / +20% acid / +20% nature / +20% blight Maximum life: +120.00 It can be used to activate talent Inferno (costing 45 power out of 80/80) : Effective talent level: 3.0 Power cost: 45 out of 80/80. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 15.56 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of Toknor (5 def, 8 armour)drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 Armour: +8 Defense: +5 Fatigue: +8% Critical mult.: +15.00% A suit of armour made of leather. |
marauder's reinforced leather armour of Toknor (9 def, 7 armour) marauder's reinforced leather armour of Toknor (9 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 Armour: +7 Defense: +9 Fatigue: +8% Changes stats: +3 Str / +6 Dex Critical mult.: +14.00% Physical save: +9 A suit of armour made of leather. |
marauder's reinforced leather armour of the sky (15 def, 7 armour) marauder's reinforced leather armour of the sky (15 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +15 Ranged Defense: +6 Fatigue: +8% Changes stats: +6 Str / +10 Dex Changes resistances: +20% lightning / +26% cold Physical save: +9 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide drakeskin leather armour of Eyal (5 def, 8 armour)troll-hide drakeskin leather armour of Eyal (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Life regen: +14.30 Maximum life: +70.00 Healing mod.: +17% A suit of armour made of leather. |
Quiver of the Sun (6/10, 34-47.6 power, 15 apr) Quiver of the Sun (6/10, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Str Damage type: Bright light Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 10 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
deadly quiver of dragonbone arrows of erosion (12/14, 59.5-83.3 power, 18 apr) deadly quiver of dragonbone arrows of erosion (12/14, 59.5-83.3 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 59.5 - 83.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 14 Damage when this weapon hits(ranged): +6 nature / +8 temporal Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
425 alchemist agate 425 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. |
11 onyx 11 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 Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 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 Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
6 opal 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 Gems can be sold for money or used in arcane rituals. |
12 sapphire 12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Coaltreason (dig speed 11 turns) Coaltreason (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +6 Changes stats: +2 Str Damage when the wearer hits(melee): 6 darkness Changes resistances: +6% darkness Changes damage: +6% darkness Critical mult.: +22.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people. |
5 emerald 5 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 Gems can be sold for money or used in arcane rituals. |
10 jade 10 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 Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
11 turquoise 11 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 6.53 cold damage and 9.14 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage 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% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 9 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. |
brass lantern of the zealot brass lantern of the zealotInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +5 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
59 alchemist bloodstone 59 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
11 garnet 11 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% Gems can be sold for money or used in arcane rituals. |
14 ruby 14 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) 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, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 17 power out of 35/35) : Effective talent level: 3.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 102 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Damage when the wearer is hit: 10 nature Changes resistances: +10% nature / +10% blight Changes damage: +10% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +20% This small tree shaped totem is imbued with powerful healing energies. |
elven-wood totem of thorny skin 'Arolessra' [power 56] (18 cooldown) elven-wood totem of thorny skin 'Arolessra' [power 56] (18 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes damage: +3% blight Talent granted: +3 Rushing Claws Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +4 Damage Shield penetration: +20% Resist all after a teleport: +4% It can be used to hardens the skin for 6 turns increasing armour by 56 and armour hardiness by 60%, placing all other charms into a 18 cooldown. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 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% Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
11 quartz 11 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% Gems can be sold for money or used in arcane rituals. |
11 amber 11 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% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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 Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Sin'ewn the Thalore Archer level 28
50th Dusk 123rd year of Ascendancy at 21:11 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sin'ewn the Thalore Archer level 16
19th Haze 122nd year of Ascendancy at 10:08 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Sin'ewn the Thalore Archer level 42
18th Haze 124th year of Ascendancy at 01:22 see stats
Arachnophobia
Destroyed the spydric menace.By Sin'ewn the Thalore Archer level 34
5th Regrowth 124th year of Ascendancy at 14:46 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Sin'ewn the Thalore Archer level 35
62nd Regrowth 124th year of Ascendancy at 23:53 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Sin'ewn the Thalore Archer level 39
15th Dusk 124th year of Ascendancy at 18:59 see stats
Brave new world
Went to the Far East and took part in the war.By Sin'ewn the Thalore Archer level 33
1st Regrowth 124th year of Ascendancy at 09:37 see stats
Bringer of Doom
Killed a Bringer of Doom.By Sin'ewn the Thalore Archer level 29
7th Haze 123rd year of Ascendancy at 21:52 see stats
Clone War
Destroyed your own Shade.By Sin'ewn the Thalore Archer level 35
12nd Pyre 124th year of Ascendancy at 09:57 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Sin'ewn the Thalore Archer level 8
5th Flare 122nd year of Ascendancy at 06:17 see stats
Destroyer of the creation
Killed Slasul.By Sin'ewn the Thalore Archer level 32
7th Allure 124th year of Ascendancy at 09:53 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Sin'ewn the Thalore Archer level 31
4th Decay 123rd year of Ascendancy at 18:04 see stats
Exterminator
Killed 1000 creatures.By Sin'ewn the Thalore Archer level 16
30th Haze 122nd year of Ascendancy at 15:24 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sin'ewn the Thalore Archer level 23
1st Dusk 123rd year of Ascendancy at 20:06 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Sin'ewn the Thalore Archer level 33
7th Allure 124th year of Ascendancy at 11:53 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Sin'ewn the Thalore Archer level 34
40th Regrowth 124th year of Ascendancy at 04:30 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sin'ewn the Thalore Archer level 16
19th Haze 122nd year of Ascendancy at 09:20 see stats
Level 10
Got a character to level 10.By Sin'ewn the Thalore Archer level 10
14th Dusk 122nd year of Ascendancy at 04:32 see stats
Level 20
Got a character to level 20.By Sin'ewn the Thalore Archer level 20
65th Pyre 123rd year of Ascendancy at 21:59 see stats
Level 30
Got a character to level 30.By Sin'ewn the Thalore Archer level 30
8th Haze 123rd year of Ascendancy at 12:59 see stats
Level 40
Got a character to level 40.By Sin'ewn the Thalore Archer level 40
51st Dusk 124th year of Ascendancy at 14:37 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Sin'ewn the Thalore Archer level 30
39th Haze 123rd year of Ascendancy at 03:20 see stats
Orcrist
Killed the leaders of the Orc Pride.By Sin'ewn the Thalore Archer level 42
10th Decay 124th year of Ascendancy at 14:27 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Sin'ewn the Thalore Archer level 41
75th Dusk 124th year of Ascendancy at 01:18 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Sin'ewn the Thalore Archer level 17
3rd Regrowth 123rd year of Ascendancy at 05:38 see stats
Size is everything
Did over 1500 damage in one attack.By Sin'ewn the Thalore Archer level 32
7th Allure 124th year of Ascendancy at 09:51 see stats
Size matters
Did over 600 damage in one attack.By Sin'ewn the Thalore Archer level 25
41st Dusk 123rd year of Ascendancy at 01:18 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Sin'ewn the Thalore Archer level 31
4th Decay 123rd year of Ascendancy at 19:49 see stats
The Arena
Unlocked Arena mode.By Sin'ewn the Thalore Archer level 9
10th Dusk 122nd year of Ascendancy at 16:28 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Sin'ewn the Thalore Archer level 16
19th Haze 122nd year of Ascendancy at 10:08 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sin'ewn the Thalore Archer level 17
2nd Wintertide 123rd year of Ascendancy at 13:59 see stats
The secret city
Discovered the truth about mages.By Sin'ewn the Thalore Archer level 10
16th Dusk 122nd year of Ascendancy at 12:01 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Sin'ewn the Thalore Archer level 17
10th Regrowth 123rd year of Ascendancy at 11:00 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Sin'ewn the Thalore Archer level 37
36th Pyre 124th year of Ascendancy at 09:10 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Sin'ewn the Thalore Archer level 29
75th Dusk 123rd year of Ascendancy at 03:43 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sin'ewn the Thalore Archer level 19
62nd Regrowth 123rd year of Ascendancy at 01:20 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Sin'ewn the Thalore Archer level 27
46th Dusk 123rd year of Ascendancy at 17:01 see stats
Log
Gloth the Neverdead leeches life from Sin'ewn!
Gloth the Neverdead strikes Sin'ewn in the darkness (+59% damage).
Gloth the Neverdead's creeping dark strikes Sin'ewn in the darkness (+59% damage).
Sin'ewn hits Gloth the Neverdead for 111 healing, 35 healing, 8 healing (0 total damage) [154 healing].
Gloth the Neverdead's creeping dark hits Sin'ewn for (0 to ice), 28 darkness (28 total damage).
Gloth the Neverdead hits Sin'ewn for 402 cold, (0 to ice), 127 cold (529 total damage).
Gloth the Neverdead's creeping dark hits Sin'ewn for (0 to ice), 45 darkness (45 total damage).
Talent Disengage is ready to use.
Sin'ewn shoots!
Sin'ewn performs a ranged critical strike against Sin'ewn!
Sin'ewn shrugs off the critical damage!
Sin'ewn's Shoot hits Iceblock for 61 temporal, 627 physical, 17 physical, 4 temporal (708 total damage).
Sin'ewn is invigorated by the attack!
Sin'ewn is invigorated by the attack!
Sin'ewn's mind surges with critical power!
Sin'ewn is invigorated by the attack!
Gloth the Neverdead's creeping dark strikes Sin'ewn in the darkness (+59% damage).
Gloth the Neverdead strikes Sin'ewn in the darkness (+59% damage).
Gloth the Neverdead's creeping dark hits Sin'ewn for (0 to ice), 28 darkness (28 total damage).
Gloth the Neverdead's creeping dark hits Sin'ewn for (0 to ice), 43 darkness (43 total damage).
Gloth the Neverdead hits Sin'ewn for (0 to ice), 127 cold (127 total damage).
Gloth the Neverdead is no longer surging arcane power.
Sin'ewn shoots!
Sin'ewn is free from the ice.
Sin'ewn has recovered!
Sin'ewn performs a ranged critical strike against Sin'ewn!
Sin'ewn is invigorated by the attack!
Saving game...
