Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 24 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Ivinn the wolf at level 14 on the 14th Dusk 122nd year of Ascendancy at 10:30 5 / 1 |
Primary Stats
| Strength | 29 (base 12) |
| Dexterity | 51 (base 24) |
| Constitution | 22 (base 13) |
| Magic | 46 (base 39) |
| Willpower | 52 (base 32) |
| Cunning | 76 (base 54) |
Resources
| Mana | 448/448 |
| Psi | 132/132 |
| Life | 627/627 |
| Stamina | 214/214 |
| Paradox | 301 |
| Healing Factor | 1.81 |
| Regeneration | 4.2535 |
Speed
| Mental | +5% |
| Attack | 0% |
| Movement | +36.804258065936% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
| See Stealth | 32.382412182267 |
| See Invisible | 32.382412182267 |
Offense: Mainhand
| Damage | 126 |
| Accuracy | 73 |
| Crit Chance | 83% |
| APR | 59 |
| Speed | 0.76 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| All | +5% |
Defense: Base
| Armour (hardiness) | 50.56 (100%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 12 |
| Physical Save | 27 |
| Spell Save | 27 |
| Mental Save | 44 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 27% |
| Disarm Resistance | 22% |
| Confusion Resistance | 37% |
| Knockback Resistance | 25% |
| Stun Resistance | 58% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 544% 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 9 turns. While Heroism is active, you will only die when reaching -475 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Archery - bows | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Archery training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Magical combat | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Stone | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Fate Weaving | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Thuggery | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Arcane Feed |
| talent | Augmentation |
| talent | Arcane Combat |
| talent | Beyond the Flesh |
| talent | Contingency |
| talent | Aim |
| talent | Chant of Fortress |
| talent | Weapon Folding |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
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 grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved talent Foresight (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' 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 red crystal shard. * You've found the needed bear paw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
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 within17 lumberjacks have died. | done |
Equipment
| Psionic focus | yew longbow of true flight yew longbow of true flightRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 92% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +11.0% Longbows are used to shoot arrows at your foes. |
| Quiver | Tarrorain the quiver of elven-wood arrows (45/45, 169% power, 24 apr) Tarrorain the quiver of elven-wood arrows (45/45, 169% power, 24 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 169% Range: 1.4x Uses stats: 70% Cun, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Physical crit. chance: +4.5% Capacity: 45 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to curse the target * 25% chance to put talents on cooldown Travel speed: +200% Damage (Ranged): +9 blight / +14 darkness When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
| Light source | 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 (109 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On feet | Plaguerage the pair of hardened leather boots (0 def, 3 armour) Plaguerage the pair of hardened leather boots (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Wil / +7 Cun / +5 Con Changes resistances: +6% fire / +7% cold Changes resistances penetration: +5% nature / +7% physical Physical save: +10 (+5 eff.) Mental save: +14 (+4 eff.) Psi when hit: +0.08 Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Tool | bloodhexed iron pickaxe (dig speed 30 turns) bloodhexed iron pickaxe (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +5 Str / +4 Wil Mental crit. chance: +6% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Emygabeth EmygabethPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +1 Dex / +5 Mag / +3 Cun Changes resistances: +20% darkness Changes damage: +10% darkness / +5% all Maximum encumbrance: +10 Spellpower: +12 (+4 eff.) Mindpower: +5 (+2 eff.) Healing mod.: +15% Rings can have magical properties. |
| On fingers | Bethidhemina the steel ring Bethidhemina the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Fatigue: -2% Changes resistances: +6% fire / +24% cold Changes damage: +12% cold Disarm immunity: +22% Pinning immunity: +27% Knockback immunity: +25% Life regen: +1.10 Maximum life: +68.00 Healing mod.: +15% Rings can have magical properties. |
| Around neck | Korudor KorudorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +6 (+2 eff.) Defense: +5 (+3 eff.) Damage when hit (Melee): 8 arcane Changes stats: +9 Lck Changes resistances: +10% lightning Changes damage: +6% physical Stun/Freeze immunity: +21% Stamina each turn: +0.40 Maximum vim: +10.00 Combat speed: +10% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
| In main hand | Islirema IsliremaRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 92% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +8.0% Physical power: +7 (+2 eff.) Fatigue: -2% Changes stats: +2 Str / +4 Con Changes resistances penetration: +11% physical Changes damage: +12% physical Longbows are used to shoot arrows at your foes. |
| On hands | voratun gauntlets of archery (0 def, 3 armour) voratun gauntlets of archery (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Armour: +3 Changes stats: +5 Cun / +7 Dex It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 9 Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 113.17 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Coalravage (4 def, 14 armour) Coalravage (4 def, 14 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +17% acid / +9% blight Changes damage: +3% darkness Physical save: +5 (+2 eff.) Life regen: +1.00 Maximum life: +55.00 Healing mod.: +11% A suit of armour made of metal plates. |
Inventory
healing infusion of the psychic (heal 145) healing infusion of the psychic (heal 145)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 and cleanse 1 wound and poison effect. 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. |
healing infusion of the psychic (heal 145) healing infusion of the psychic (heal 145)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 and cleanse 1 wound and poison effect. 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. |
healing infusion of the sneak (heal 213) healing infusion of the sneak (heal 213)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 and cleanse 1 wound and poison effect. 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 ability. |
healing infusion of the sneak (heal 213) healing infusion of the sneak (heal 213)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 and cleanse 1 wound and poison effect. 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 ability. |
regeneration infusion of the psychic (heal 373 over 5 turns) regeneration infusion of the psychic (heal 373 over 5 turns)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 373 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 429 over 5 turns) regeneration infusion of the sneak (heal 429 over 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 429 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 ability. |
wild infusion of the duelist (resist 21%; cure physical) wild infusion of the duelist (resist 21%; cure physical)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: 14 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (resist 31%; cure physical) wild infusion of the sneak (resist 31%; cure physical)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the wizard (resist 18%; cure mental) wild infusion of the wizard (resist 18%; cure mental)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 13; power 28; dur 5) phase door rune of the psychic (range 13; power 28; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 122 for 4 turns) shielding rune of the titan (absorb 122 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 122 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Cyreyaba the Blazepeal Cyreyaba the BlazepealInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +5 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +1 Wil / +1 Cun / +7 Lck Changes damage: +3% fire Physical save: +11 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +12% Mindpower: +13 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +20 Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Gunoduyon the steel amulet Gunoduyon the steel amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con / +5 Mag Changes damage: +5% darkness / +5% temporal / +4% light / +5% physical Talent mastery: +0.12 Technique / Combat techniques Reduces incoming crit damage: 10.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
Kindletorrent KindletorrentInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Changes resistances: +3% light Changes resistances penetration: +10% light Talent mastery: +0.13 Cursed / Darkness Life regen: +0.90 Amulets can have magical properties. |
Porilaith PorilaithInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +1 Dex / +1 Con Changes resistances: +11% mind Talent mastery: +0.15 Wild-gift / Eyal's fury Confusion immunity: +20% Amulets can have magical properties. |
Pyrerupture the steel amulet Pyrerupture the steel amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +3 Wil Changes resistances: +9% fire Changes damage: +9% acid Physical save: +13 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +21 (+7 eff.) Cut immunity: +50% Confusion immunity: +13% Mindpower: +6 (+2 eff.) Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 297 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Shimmersquall the steel amulet Shimmersquall the steel amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil / +2 Mag Changes resistances penetration: +10% lightning Grants telepathy: Dragon Talent mastery: +0.17 Cursed / Gestures Critical mult.: +5.00% Mental save: +7 (+2 eff.) Confusion immunity: +12% Mana each turn: +0.22 Equilibrium when hit: +0.04 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Mindpower: +7 (+2 eff.) Amulets can have magical properties. |
Xerovena XerovenaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Con Changes resistances: +12% lightning / +6% cold / +3% nature / +5% arcane Stun/Freeze immunity: +23% Life regen: +1.90 Amulets can have magical properties. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
grounding copper amulet of cunning (+4) grounding copper amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
stabilizing gold amulet of healing stabilizing gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% temporal Cut immunity: +50% Pinning immunity: +29% Knockback immunity: +24% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 297 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet 'Filthmark' steel amulet 'Filthmark'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Damage when hit (Melee): 4 mind Changes resistances: +6% nature / +12% temporal Changes resistances penetration: +10% mind Changes damage: +3% nature Critical mult.: +11.00% Cut immunity: +50% Pinning immunity: +25% Knockback immunity: +22% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 199 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet 'Kindlepiercer' steel amulet 'Kindlepiercer'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Str Changes resistances: +9% fire Changes resistances penetration: +5% fire Changes damage: +6% fire Blindness immunity: +16% Life regen: +1.50 Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
steel amulet 'Layonn' steel amulet 'Layonn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+3 eff.) Fatigue: -6% Changes stats: +3 Dex / +5 Cun / +7 Con / +6 Lck Life regen: +0.40 Stamina each turn: +0.60 Mana each turn: +0.16 Spell crit. chance: +2% Movement speed: +10% Damage Shield penetration: +10% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
steel amulet 'Yvyna' steel amulet 'Yvyna'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Cun / +3 Str Changes resistances: +23% fire / +22% cold Grants telepathy: Demon/Minor Demon/Major Maximum hate: +4.00 Amulets can have magical properties. |
Armedunalevon the Flashrain Armedunalevon the FlashrainPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to blind Effects on ranged hit: * 14% chance to blind Changes stats: +2 Wil Changes resistances: +3% fire Changes damage: +18% temporal Mental save: +11 (+3 eff.) Confusion immunity: +25% Rings can have magical properties. |
Armerim ArmerimPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5 Cun / +3 Con Changes resistances: +24% darkness Changes damage: +12% darkness Spell save: +12 (+6 eff.) Mental save: +20 (+6 eff.) Disease immunity: +10% Confusion immunity: +5% Pinning immunity: +15% Maximum stamina: +22.00 Rings can have magical properties. |
Branychak BranychakInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +24% nature / +12% mind Changes resistances penetration: +5% temporal Changes damage: +12% nature / +12% mind Grants telepathy: Dragon Maximum encumbrance: +21 Rings can have magical properties. |
Brightstun BrightstunPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Fatigue: -5% Changes stats: +3 Str / +6 Mag / +5 Wil Changes resistances: +9% fire Changes resistances penetration: +5% fire Changes damage: +3% arcane / +3% blight Maximum encumbrance: +22 Spell save: +6 (+3 eff.) Spellpower: +9 (+3 eff.) Rings can have magical properties. |
Emara the steel ring Emara the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Con Changes resistances: +12% mind / +9% nature Changes damage: +12% mind Spell save: +11 (+6 eff.) Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +24.00 Maximum stamina: +12.00 Rings can have magical properties. |
Hettulastir HettulastirPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Changes stats: +3 Cun / +4 Str Changes resistances: +3% acid / +2% physical / +22% light / +5% arcane / +3% lightning Changes damage: +11% light Rings can have magical properties. |
Plagueobeisance PlagueobeisancePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +13 (+4 eff.) Damage when hit (Melee): 12 mind Changes stats: +4 Str / +6 Dex / +6 Cun / +6 Con Changes resistances: +3% nature Changes damage: +3% nature Spellpower: +7 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
Saluldawen the Infernoreaper Saluldawen the InfernoreaperCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +7 (+4 eff.) Effects on melee hit: * 30 arcane resource burn Damage when hit (Melee): 4 fire Changes stats: +6 Cun / +5 Wil Changes resistances: +9% cold Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+2 eff.) Mindpower: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Silatta the steel ring Silatta the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +8 Changes stats: +4 Str / +5 Mag / +4 Wil Changes resistances: +3% blight Changes resistances penetration: +10% acid Changes damage: +6% blight / +5% all Spellpower: +12 (+4 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
Xussra the steel ring Xussra the steel ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% nature / +22% cold Changes resistances penetration: +5% temporal Changes damage: +12% nature / +11% cold Mental save: +6 (+2 eff.) Confusion immunity: +33% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
Zeralar the steel ring Zeralar the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +5 Str / +9 Con Physical save: +16 (+8 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+2 eff.) Silence immunity: +5% Knockback immunity: +10% Teleport immunity: +15% Rings can have magical properties. |
copper ring of nature (+24%) copper ring of nature (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
steel ring 'Brodadir' steel ring 'Brodadir'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +1 Str / +4 Wil / +5 Cun Changes resistances penetration: +10% temporal Blindness immunity: +23% Spellpower: +6 (+2 eff.) Mindpower: +13 (+4 eff.) Infravision radius: +4 See stealth: +5 See invisible: +6 Rings can have magical properties. |
steel ring 'Coalmire' steel ring 'Coalmire'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +4 Mag / +5 Wil Changes resistances: +20% darkness / +11% mind Changes damage: +6% lightning / +10% darkness / +11% mind Spellpower: +6 (+2 eff.) Rings can have magical properties. |
steel ring 'Corruptiongrinder' steel ring 'Corruptiongrinder'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +5 Dex / +5 Mag / +5 Wil / +5 Cun Changes resistances: +24% cold Changes resistances penetration: +5% nature Changes damage: +15% nature / +12% cold Spellpower: +6 (+2 eff.) Rings can have magical properties. |
steel ring 'Emitha' steel ring 'Emitha'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +3% lightning / +3% temporal / +11% mind / +6% blight Changes damage: +11% mind Physical save: +8 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. |
stralite ring 'Fogstreak' stralite ring 'Fogstreak'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +2 Str / +11 Mag / +5 Cun / +6 Con Reduces incoming crit damage: 15.00% Spell save: +30 (+14 eff.) Maximum stamina: +22.00 Spellpower: +12 (+4 eff.) Infravision radius: +3 Rings can have magical properties. |
titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
wizard's copper ring of tenacity wizard's copper ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +23.00 Rings can have magical properties. |
Zerelar (163% power, 3 apr) Zerelar (163% power, 3 apr)Requires: - Magic 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 163% Range: 1.5x Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +20 mind When wielded/worn: Physical crit. chance: +31.0% Changes stats: +3 Cun / +3 Wil Grants telepathy: Dragon It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
Mercy (151% power, 9 apr) Mercy (151% power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 151% Range: 1.3x Uses stats: 55% Cun, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
steel dagger 'Shinefame' (116% power, 6 apr) steel dagger 'Shinefame' (116% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 116% Range: 1.3x Uses stats: 45% Cun, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 8% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +8 blight / +7 temporal When wielded/worn: Fatigue: -2% Damage when hit (Melee): 4 temporal Changes stats: +2 Dex Changes resistances: +6% temporal Light radius: +2 Sharp, short and deadly. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Power: 92% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Acera (148% power, 4 apr) Acera (148% power, 4 apr)Requires: - Magic 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 149% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 34 acid damage in a 4 radius ball. This damage will increase by 24% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Dourstreaker (4 def, 4 armour) Dourstreaker (4 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Changes stats: +3 Mag Changes resistances penetration: +10% blight / +10% darkness Changes damage: +9% blight Spell save: +1 (+1 eff.) Lowers spell cool-downs by: 10% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gogama the pair of dwarven-steel boots (0 def, 10 armour) Gogama the pair of dwarven-steel boots (0 def, 10 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * 30% chance to gain 10% of a turn Changes resistances: +7% fire / +7% cold Changes damage: +9% arcane / +6% temporal Infravision radius: +2 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
grounding dwarven-steel helm of the depths (0 def, 4 armour) grounding dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +10% lightning / +10% temporal / +11% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Xurewen' (0 def, 3 armour) hardened leather cap 'Xurewen' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +9 Con Changes resistances: +6% lightning / +10% temporal Mental crit. chance: +4% A cap made of leather. |
barbed quiver of yew arrows of erosion (19/19, 143% power, 10 apr) barbed quiver of yew arrows of erosion (19/19, 143% power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 144% Range: 1.4x Uses stats: 50% Mag, 70% Cun Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 19 On weapon crit: * wounds the target Damage (Ranged): +9 temporal / +8 nature / +11 bleed Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Ce'Nerin' (21/21, 140% power, 7 apr) quiver of ash arrows 'Ce'Nerin' (21/21, 140% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 141% Range: 1.4x Uses stats: 70% Cun, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 21 Damage (Ranged): +8 physical / +6 cold / +4 mind / +7 light Burst (radius 1) on hit: +8 mind Damage against: +9% Undead When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1305 alchemist agate 1305 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Polevena [power 32] (24 cooldown) Polevena [power 32] (24 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +3% blight It can be used to harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40%, putting all charms on cooldown for 24 turns. Natural totems are made by powerful wilders to store nature power. |
Starquill the ash totem of thorny skin [power 52] (42 cooldown) Starquill the ash totem of thorny skin [power 52] (42 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes resistances penetration: +5% light Light radius: +3 It can be used to harden the skin for 7 turns increasing armour by 52 and armour hardiness by 40%, putting all charms on cooldown for 42 turns. When used: 100% chance to regenerate 9 equilibrium. Natural totems are made by powerful wilders to store nature power. |
15 ametrine 15 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Vaas the Shalore Adventurer level 8
2nd Flare 122nd year of Ascendancy at 17:26 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Vaas the Shalore Adventurer level 19
20th Dusk 122nd year of Ascendancy at 01:33 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Vaas the Shalore Adventurer level 10
6th Flare 122nd year of Ascendancy at 17:39 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Vaas the Shalore Adventurer level 20
21st Dusk 122nd year of Ascendancy at 03:00 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Vaas the Shalore Adventurer level 14
14th Dusk 122nd year of Ascendancy at 07:19 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Vaas the Shalore Adventurer level 12
9th Dusk 122nd year of Ascendancy at 08:21 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Vaas the Shalore Adventurer level 12
7th Dusk 122nd year of Ascendancy at 11:57 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Vaas the Shalore Adventurer level 19
20th Dusk 122nd year of Ascendancy at 20:59 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Vaas the Shalore Adventurer level 13
14th Dusk 122nd year of Ascendancy at 04:30 see stats
Log
You gain 1.84 gold from the transmogrification of steel dagger of dampening (118% power, 6 apr).
You gain 2.31 gold from the transmogrification of slime-covered steel dagger of projection (117% power, 6 apr).
You gain 1.76 gold from the transmogrification of insidious steel dagger of massacre (124% power, 6 apr).
You gain 1.73 gold from the transmogrification of insidious steel dagger of massacre (127% power, 6 apr).
You gain 1.67 gold from the transmogrification of insidious steel dagger (119% power, 6 apr).
You gain 1.67 gold from the transmogrification of insidious steel dagger (117% power, 6 apr).
You gain 3.00 gold from the transmogrification of hateful stralite dagger (145% power, 9 apr).
You gain 2.94 gold from the transmogrification of hateful steel dagger of projection (119% power, 6 apr).
You gain 2.04 gold from the transmogrification of hateful steel dagger of massacre (124% power, 6 apr).
You gain 10.29 gold from the transmogrification of Navor the Shockweeper (118% power, 6 apr).
You gain 6.84 gold from the transmogrification of Breezevalor (124% power, 6 apr).
You gain 2.05 gold from the transmogrification of insidious steel battleaxe (132% power, 2 apr).
You gain 3.48 gold from the transmogrification of balanced steel battleaxe (132% power, 2 apr).
You gain 0.48 gold from the transmogrification of copper amulet of mastery (0.11 Psionic / Charged mastery).
You gain 2.10 gold from the transmogrification of phase door rune of the warrior (range 8; power 22; dur 4).
You gain 2.40 gold from the transmogrification of phase door rune of the titan (range 7; power 28; dur 4).
You gain 1.50 gold from the transmogrification of wild infusion of the wizard (resist 16%; cure magical, mental).
You gain 1.50 gold from the transmogrification of wild infusion of the sneak (resist 21%; cure magical).
You gain 1.30 gold from the transmogrification of regeneration infusion of the warrior (heal 202 over 5 turns).
You gain 0.55 gold from the transmogrification of healing infusion (heal 20).
There is a ladder to the previous level here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Vaas deactivates Contingency.
Vaas deactivates Beyond the Flesh.
Vaas deactivates Arcane Combat.
Vaas deactivates Aim.
Vaas deactivates Arcane Feed.
Vaas deactivates Augmentation.
Vaas deactivates Chant of Fortress.
Vaas deactivates Weapon Folding.
