











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.3Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!Point Credits 1.7.2Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 38 / 11% |
| Size | big |
| Lifes / Deaths | Killed by poison gas trap at level 14 on the 2nd Wintertide 123rd year of Ascendancy at 14:01 2 / 5Killed by worm that walks at level 16 on the 3rd Allure 123rd year of Ascendancy at 17:46 Killed by saw horror at level 28 on the 76th Dusk 123rd year of Ascendancy at 07:46 Killed by orc archer at level 37 on the 42nd Regrowth 124th year of Ascendancy at 08:00 Killed by Eilinyravena the orc pyromancer at level 38 on the 43rd Regrowth 124th year of Ascendancy at 03:23 |
| Antimagic | Follower |
Primary Stats
| Strength | 50 (base 35) |
| Dexterity | 13 (base 10) |
| Constitution | 30 (base 28) |
| Magic | 8 (base 10) |
| Willpower | 90 (base 60) |
| Cunning | 52 (base 34) |
Resources
| Life | 1211/1211 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Psi | 210/210 |
| Healing Factor | 1.2992147729953 |
| Regeneration | 15.915380969193 |
Speed
| Mental | +2.9976021664879E-12% |
| Attack | +2.9976021664879E-12% |
| Movement | -59.999999999999% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 13 |
| Infravision | 6 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 55 |
| Crit Chance | 23% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 79 |
| Accuracy | 55 |
| Crit Chance | 24% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 88 |
| Crit Chance | 24% |
| Speed | 0.99999999999997 |
Offense: Damage Bonus
| Lightning | +38% |
| Light | +15% |
| Cold | +25% |
| Darkness | +36% |
| Physical | +22% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +34% |
| Acid | +15% |
| Physical | +7% |
| Darkness | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 33.08934837382 (81.151787968034%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 29 |
| Physical Save | 32 |
| Spell Save | 49 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 4%( 70%) |
| Blight | + 7%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 52%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 70%( 70%) |
| Temporal | + 13%( 70%) |
| Mind | + 47%( 70%) |
| Darkness | + 23%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Disarm Resistance | 24% |
| Confusion Resistance | 53% |
| Fear Resistance | 28% |
| Knockback Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 24% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Strength stat. |
| 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 670% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 heal for 19% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Cursed / Predator | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cursed / Slaughter | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | 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 Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | 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. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 unlocked the hall of reflections. * 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: 538. | 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 black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed giant spider spinneret. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed minotaur nose. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. | 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 133, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 481.44 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 89.22 to 267.65 lightning damage (178.44 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Runerab the Pitchsquall (0 def, 7 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +7 Damage (Melee): 7 physical Effects when hit in melee: * 18 arcane resource burn Damage when hit (Melee): 6 darkness Changes resistances penetration: +15% acid Changes damage: +6% darkness / +3% physical Physical save: +7 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +24% 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 | Persistent WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+2 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
| On fingers | Squalorlore the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 2 nature Changes resistances: +32% lightning / +9% temporal / +3% blight Changes resistances penetration: +10% nature Changes damage: +13% lightning Spell save: +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | rogue's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5 Cun Life regen: +12.00 Maximum life: +54.00 Healing mod.: +14% Rings make your fingers look great! |
| Around neck | Eremidil the voratun amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +3 Changes stats: +8 Str / +3 Wil Changes damage: +12% physical Mental save: +11 (+3 eff.) Blindness immunity: +24% Confusion immunity: +15% Only die when reaching: -40.00 life Mindpower: +10 (+2 eff.) Infravision radius: +6 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
| In main hand | pulsing mindstar 'Frozenrage' (13-14 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 cold When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +4 Dex / +3 Wil / +3 Cun Changes resistances: +6% physical Changes resistances penetration: +7% physical Changes damage: +7% physical Talent granted: +1 Attune Mindstar Stamina each turn: +3.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | hardened leather belt 'Greenward'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 75% Damage when hit (Melee): 10 nature Changes damage: +15% darkness Maximum life: +39.00 A belt that goes around your waist. |
| In off hand | Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 90% Wil, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
| Cloak | Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.3 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 88 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | Skywarden the dwarven-steel plate armour (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Damage when hit (Melee): 4 lightning Changes stats: +5 Wil Changes resistances: +12% lightning / +20% cold Changes resistances penetration: +25% lightning Mindpower: +25 (+5 eff.) Light radius: +3 A suit of armour made of metal plates. |
Inventory
healing infusion of the duelist (heal 70; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. 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 titan (die at -424; 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: 34 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 -424 life. The duration and life will increase by 1% for every 1% life you have lost (currently 424 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 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. |
This item will automatically be transmogrified when you leave the level.movement infusion (speed 498%; cd 9) 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 498% 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 503%; 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 503% 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 psychic (speed 690%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 690% 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 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. |
movement infusion of the wizard (speed 437%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 437% 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 (heal 356; 15 cd)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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 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 nature talent. |
regeneration infusion of the sneak (heal 256; 17 cd)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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 256 life over 5 turns. Its effects scale with your Cunning 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! |
cleansing steel amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% nature / +14% blight Poison immunity: +20% Disease immunity: +30% Amulets make your neck look great! |
insulating copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% fire / +11% cold Amulets make your neck look great! |
mindweaver's gold amulet of perfection (0.22 Cursed / Gloom,0.22 Cursed / Endless hunt)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil Talent masteries: +0.22 Cursed / Gloom +0.22 Cursed / Endless hunt Mental save: +7 (+2 eff.) Confusion immunity: +10% Mindpower: +8 (+1 eff.) Amulets make your neck look great! |
serendipitous stralite amulet of strength (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +13 (+6 eff.) Changes stats: +9 Lck / +2 Str Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.vitalizing stralite amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Physical save: +10 (+5 eff.) Life regen: +3.00 Maximum life: +38.00 Amulets make your neck look great! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 54.21 You won the Ring of Blood trial, and this is your reward. |
DelolinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +26% nature / +12% temporal Changes resistances penetration: +25% blight Changes damage: +13% nature Critical mult.: +20.00% Physical save: +12 (+6 eff.) Maximum stamina: +30.00 Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
mule's steel ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% acid Changes damage: +11% acid Maximum encumbrance: +25 Rings make your fingers look great! |
rogue's gold ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +24% cold Changes damage: +12% cold Rings make your fingers look great! |
rogue's steel ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +6 (+2 eff.) Rings make your fingers look great! |
treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +11% Disease immunity: +10% Rings make your fingers look great! |
warrior's copper ring of the mind (+10%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +10% mind Changes damage: +10% mind Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.stralite battleaxe of evisceration (43-64 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +16 (+6 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.stormbringer's stralite dagger of massacre (32-42 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 32.5 - 42.2 Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +14 lightning / +26 cold When wielded/worn: Changes resistances penetration: +11% lightning / +12% cold Movement speed: +32% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.inquisitor's stralite greatsword of erosion (48-78 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Deals 136 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Damage (Melee): +16 nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.stralite greatsword of crippling (47-75 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.0 - 75.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +12.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Carrionwaker the elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 On weapon hit: * 20% chance to reduce all saves and defense by 46 Damage (Ranged): +15 lightning / +15 cold / +4 mind Damage (radius 2) on crit: +4 nature When wielded/worn: Accuracy: +14 (+7 eff.) Physical crit. chance: +8.0% Changes resistances: +9% nature Changes resistances penetration: +5% nature Changes damage: +23% lightning / +18% cold / +9% nature Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.ranger's ash longbow of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +11 acid When wielded/worn: Changes stats: +5 Dex Changes damage: +15% acid Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.truestriking stralite longsword (32-45 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+7 eff.) Armour penetration: +8 Changes resistances penetration: +13% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.flaming stralite mace of shearing (40-55 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +7 fire When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +9 Changes resistances penetration: +9% all Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.blooming pulsing mindstar of flames (13-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 fire Changes resistances: +10% fire Changes resistances penetration: +12% fire Changes damage: +10% fire Talent granted: +1 Attune Mindstar Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +6% Healing mod.: +21% Heals friendly targets nearby when you use a nature summon: +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.caller's pulsing mindstar of gales (13-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Changes resistances penetration: +4% acid / +5% fire / +5% cold / +5% physical Changes damage: +9% acid / +15% physical / +13% cold / +11% lightning / +9% fire Talent granted: +1 Attune Mindstar Pinning immunity: +25% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +20 Max wilder summons: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of balance (14-15 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +5 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Equilibrium when hit: +1.60 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of clarity (14-15 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +5 (+1 eff.) Maximum psi: +26.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating pulsing mindstar of flames (13-14 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 11 fire Changes resistances: +6% mind / +9% fire Changes resistances penetration: +5% mind / +10% fire Changes damage: +2% mind / +10% fire Talent granted: +1 Attune Mindstar Psi when hit: +1.20 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +6% Damage Resonance (when hit): +13% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.mighty reinforced leather sling of lightning Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +19 lightning When wielded/worn: Physical power: +9 (+3 eff.) Changes stats: +3 Str Changes damage: +17% lightning Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.cruel elven-wood magestaff of greater warding (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +8 (+4 eff.) Maximum wards: +3 fire Changes damage: +25% fire Talents granted: +4 Ward +1 Command Staff Critical mult.: +14.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal elven-wood magestaff of channeling (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 15 fire Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Mana each turn: +0.23 Spellpower: +29 (+7 eff.) Spell crit. chance: +4% See invisible: +11 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding dragonbone vilestaff of the prodigy (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +12 Mag / +12 Wil / +9 Cun / +5 Con Changes damage: +30% blight Talent granted: +1 Command Staff Life regen: +1.50 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +20 (+5 eff.) Spell crit. chance: +5% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding elven-wood magestaff of wizardry (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +5 Wil / +6 Con Changes damage: +25% fire Talent granted: +1 Command Staff Life regen: +1.00 Maximum mana: +49.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +4% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magewarrior's short elven-wood magestaff of greater warding (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+7 eff.) Physical crit. chance: +8.0% Physical power: +11 (+4 eff.) Armour: +11 Defense: +8 (+4 eff.) Maximum wards: +3 fire Changes damage: +25% fire Talents granted: +5 Ward +1 Command Staff Spellpower: +19 (+5 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.void walker's elven-wood magestaff of channeling (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness / +9% temporal Changes damage: +25% fire Talent granted: +1 Command Staff Mana each turn: +0.31 Spellpower: +20 (+5 eff.) Spell crit. chance: +4% Defense after a teleport: +9 Resist all after a teleport: +14% New effects duration reduction after a teleport: +11% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Lisybretha the Dourbolt (31-43 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 36% Damage (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +22 (+11 eff.) Armour penetration: +10 Physical crit. chance: +11.0% Defense: +12 (+6 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 36% Damage when hit (Melee): 4 temporal Changes stats: +6 Dex Changes resistances penetration: +5% temporal Critical mult.: +18.00% Disarm immunity: +32% Combat speed: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Zubylrana (3 def, 4 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str Changes resistances: +28% darkness / +32% temporal Changes damage: +9% arcane / +6% temporal Critical mult.: +20.00% Stamina each turn: +3.00 Maximum stamina: +30.00 Defense after a teleport: +28 Resist all after a teleport: +14% New effects duration reduction after a teleport: +20% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.dreamer's silk robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +14% acid / +12% physical / +15% darkness / +13% fire / +14% cold / +15% mind / +13% all Changes damage: +12% acid / +10% physical / +17% fire / +12% cold Talent cooldown: Refit Golem (-4 turns) Physical save: +14 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: +28 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Changes damage: +8% all Spell save: +20 (+6 eff.) Spellpower: +22 (+6 eff.) Spell crit. chance: +4% 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 the mind (+17%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +17% mind / +13% all Changes damage: +17% mind Spell save: +25 (+8 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Scorched Boots (4 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+4 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 30 power out of 40/40) : Effective talent level: 3.0 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 3.77 blight damage and is poisoned for 15.06 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +1 Con Physical save: +16 (+8 eff.) Spell save: +4 (+1 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.stabilizing drakeskin leather cap of absorption (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +19 (+9 eff.) Stamina when hit: +2.60 Equilibrium when hit: +1.80 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.radiant stralite mail armour of the deep (4 def, 12 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +4 Wil Changes resistances: +16% blight / +10% cold / +21% darkness / +8% acid Allows you to breathe in: water Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.nimble reinforced leather armour (26 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +26 (+12 eff.) Fatigue: +8% Changes stats: +4 Dex Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.nimble reinforced leather armour of cold resistance (19 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +19 (+9 eff.) Fatigue: +8% Changes stats: +2 Dex Changes resistances: +23% cold Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening stralite plate armour of command (9 def, 20 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +20 Defense: +9 (+4 eff.) Fatigue: +22% Changes stats: +9 Cun / +5 Wil Mental save: +30 (+8 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Ivytha the Cleansepunish (0 def, 8 armour, 48-58 power, 139 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.5 - 58.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +139 Damage (Melee): +20 nature Damage (radius 1) on hit: +12 temporal When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 7% Damage when hit (Melee): 6 temporal Changes resistances: +15% acid / +23% cold / +6% nature Changes resistances penetration: +25% nature Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.corrosive voratun shield of shrapnel (0 def, 10 armour, 68-81 power, 199.5 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +200 Damage (Melee): +18 acid When wielded/worn: Armour: +10 Fatigue: +8% Effects when hit in melee: * 16% chance to reduce armor by 7% On shield block: * Cause enemies within radius 6 to bleed for 185 physical damage over 5 turns (1/turn) Changes stats: +4 Con Changes resistances: +10% acid Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.quiver of elven-wood arrows of crippling (21/21, 40-57 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +14.5% Capacity: 21 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(142 power, based on Willpower) Activation costs 10 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.3 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 4 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying 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. |
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 Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 58% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 232.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 126 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
powerful stralite torque of gale force [power 295] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 360 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Xaneba the elven-wood totem of stinging [power 584] (21 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +2 Cun / +1 Wil Changes damage: +6% arcane Mental save: +6 (+2 eff.) Equilibrium when hit: +0.04 It can be used to sting an enemy dealing 584 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 21 turns. When used: * Heal for 71. * Increase all damage by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing elven-wood totem of healing [power 350] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 350 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+3 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
This item will automatically be transmogrified when you leave the level.elven-wood wand of clairvoyance 'Festerwell' [power 12] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 75% Damage when hit (Melee): 2 mind Changes stats: +3 Cun / +2 Wil Changes resistances: +6% nature Mindpower: +5 (+1 eff.) It can be used to reveal the area around you, dispelling darkness (radius 12, power 35 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Abedie the Krog Cursed level 31
4th Haze 123rd year of Ascendancy at 03:13 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Abedie the Krog Cursed level 36
38th Regrowth 124th year of Ascendancy at 22:29 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Abedie the Krog Cursed level 16
3rd Regrowth 123rd year of Ascendancy at 18:06 see stats
Arachnophobia
Destroyed the spydric menace.By Abedie the Krog Cursed level 34
39th Haze 123rd year of Ascendancy at 08:55 see stats
Brave new world
Went to the Far East and took part in the war.By Abedie the Krog Cursed level 33
37th Haze 123rd year of Ascendancy at 04:42 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Abedie the Krog Cursed level 11
18th Dusk 122nd year of Ascendancy at 11:05 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Abedie the Krog Cursed level 33
12nd Haze 123rd year of Ascendancy at 05:11 see stats
Exterminator
Killed 1000 creatures.By Abedie the Krog Cursed level 18
33rd Regrowth 123rd year of Ascendancy at 10:51 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Abedie the Krog Cursed level 17
24th Regrowth 123rd year of Ascendancy at 22:34 see stats
Guiding Hand
Saved all escorted adventurers.By Abedie the Krog Cursed level 32
9th Haze 123rd year of Ascendancy at 22:10 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Abedie the Krog Cursed level 16
4th Allure 123rd year of Ascendancy at 03:56 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Abedie the Krog Cursed level 31
7th Haze 123rd year of Ascendancy at 05:23 see stats
Level 10
Got a character to level 10.By Abedie the Krog Cursed level 10
7th Dusk 122nd year of Ascendancy at 12:18 see stats
Level 20
Got a character to level 20.By Abedie the Krog Cursed level 20
75th Regrowth 123rd year of Ascendancy at 23:34 see stats
Level 30
Got a character to level 30.By Abedie the Krog Cursed level 30
79th Dusk 123rd year of Ascendancy at 05:00 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Abedie the Krog Cursed level 27
50th Dusk 123rd year of Ascendancy at 07:28 see stats
Myths of an age past
Learned all there is to learn about the Gods and the Godslayers.By Abedie the Krog Cursed level 36
38th Regrowth 124th year of Ascendancy at 22:29 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Abedie the Krog Cursed level 19
53rd Regrowth 123rd year of Ascendancy at 00:26 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Abedie the Krog Cursed level 26
2nd Mirth 123rd year of Ascendancy at 21:24 see stats
Size matters
Did over 600 damage in one attack.By Abedie the Krog Cursed level 28
76th Dusk 123rd year of Ascendancy at 16:30 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Abedie the Krog Cursed level 33
34th Haze 123rd year of Ascendancy at 10:44 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Abedie the Krog Cursed level 36
38th Regrowth 124th year of Ascendancy at 22:29 see stats
The Arena
Unlocked Arena mode.By Abedie the Krog Cursed level 9
3rd Mirth 122nd year of Ascendancy at 07:27 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Abedie the Krog Cursed level 36
38th Regrowth 124th year of Ascendancy at 22:29 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Abedie the Krog Cursed level 27
58th Dusk 123rd year of Ascendancy at 08:10 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Abedie the Krog Cursed level 29
77th Dusk 123rd year of Ascendancy at 18:20 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Abedie the Krog Cursed level 19
40th Regrowth 123rd year of Ascendancy at 01:48 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Abedie the Krog Cursed level 30
1st Haze 123rd year of Ascendancy at 07:29 see stats
Log
Eilinyravena the orc pyromancer calms down.
Bleeding from Abedie hits Eilinyravena the orc pyromancer for 93 physical damage.
Abedie uses Infusion: Wild.
Abedie stops burning.
Abedie is cured!
Abedie lessens the pain.
Abedie uses Infusion: Primal.
Abedie attunes to the wild.
Abedie uses Infusion: Movement.
Abedie is moving at extreme speed!
Abedie uses Reckless Charge.
Abedie slows down.
Eilinyravena the orc pyromancer notices you at the last moment!
Abedie performs a melee critical strike against Eilinyravena the orc pyromancer!
Abedie performs a melee critical strike against Eilinyravena the orc pyromancer!
Eilinyravena the orc pyromancer notices you at the last moment!
Eilinyravena the orc pyromancer is afflicted by a crippling illness!
Abedie performs a melee critical strike against Eilinyravena the orc pyromancer!
You collect a new ingredient: orc heart (1).
Abedie hits Eilinyravena the orc pyromancer for 75 nature, 5 cold, 58 lightning, 4 physical, 5 arcane, 95 lightning, 58 lightning, 4 physical, 5 arcane, 49 nature, 5 cold, 58 lightning, 4 physical, 5 arcane, 93 lightning, 58 lightning (581 total damage).
Abedie killed Eilinyravena the orc pyromancer!
Eilinyravena the orc pyromancer's arcane area effect hits Abedie for (67 antimagic), 411 arcane (411 total damage).
Abedie the level 38 krog cursed was dweomered to death by Eilinyravena the orc pyromancer on level 2 of Vor Pride.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Eilinyravena the orc pyromancer's arcane area effect killed Abedie!
Saving game...
Saving done.





















































































































