











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 33 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 15 on the 7th Haze 122nd year of Ascendancy at 01:01 0 / 7Killed by dreaming horror at level 24 on the 55th Haze 122nd year of Ascendancy at 01:17 Killed by Weirdling Beast at level 24 on the 56th Haze 122nd year of Ascendancy at 08:57 Killed by Islytha the devourer at level 24 on the 56th Haze 122nd year of Ascendancy at 10:14 Killed by Urkis, the High Tempest at level 24 on the 60th Haze 122nd year of Ascendancy at 02:24 Killed by Arura the ghoul at level 31 on the 13rd Pyre 123rd year of Ascendancy at 18:15 Killed by blinkwyrm at level 33 on the 20th Dusk 123rd year of Ascendancy at 14:16 |
Primary Stats
| Strength | 38 (base 17) |
| Dexterity | 76 (base 60) |
| Constitution | 59 (base 42) |
| Magic | 26 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 58 (base 36) |
Resources
| Life | -97/970 |
| Stamina | 5/204 |
| Healing Factor | 1.6851133323992 |
| Regeneration | 0.4212783330998 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 7 |
| See Stealth | 55.407362411425 |
| See Invisible | 55.407362411425 |
Offense: Mainhand
| Damage | 123 |
| Accuracy | 61 |
| Crit Chance | 68% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +39% |
| Light | +64% |
| Physical | +9% |
| Mind | +12% |
| All | +6% |
Offense: Damage Penetration
| Acid | +33% |
| Light | +35% |
| Physical | +20% |
| Arcane | +15% |
| Nature | +14% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 40.335093952971 (47.857809501309%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 16 |
| Physical Save | 30 |
| Spell Save | 33 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 58%( 70%) |
| Arcane | + 21%( 70%) |
| Mind | + 29%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 57%( 70%) |
| Light | + 42%( 70%) |
| Temporal | + 19%( 70%) |
| Physical | + 33%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Teleport Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 546 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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 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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by Zubyba the large white snake. Escort: worried loremaster (level 8 of Dreadfell) | failed |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 219. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed wretchling eyeball. * You've found the needed honey tree root. Stire of Derth has completed an elixir of precision without your aid. 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.' * You've found the needed bear paw. * You've found the needed pouch of bone giant dust. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of luminous horror dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Noonsweeper (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Lck +5 Dex offense ------ Damage +24% light Ignore resists +25% light defense ------ Armor +3 Resistance +6% light Stealth +10 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +2 A pair of boots made of leather. |
| Quiver | barbed quiver of elven-wood arrows of crippling (10/22, 60-84 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego++] Master Weapon Damage 60.0 - 84.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +28.5% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Aruyaroddadir the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Critical power +10.00% Damage +3% physical Ignore resists +20% physical Accuracy +15 (+4 eff.) defense ------ Armor +10 Physical save +7 (+4 eff.) Healmod +18% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | leafwalker's drakeskin leather cap of precognition (6 def, 5 armour)2.0 Encumbrance T5 head armor [Ego++] Nature While equipped: Stats +5 Cun offense ------ Accuracy +7 (+2 eff.) When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +6 (+2 eff.) Fatigue +5% Resistance +10% nature Spell save +6 (+3 eff.) Life +63.00 Healmod +18% A cap made of leather. |
| Tool | Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+7 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 82 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 30 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | steel garnet ring0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% On-Hit 9 physical On-Ranged-Hit 10 physical Damage +6% all On-Hit (Melee): * 13% chance to reduce all saves and defense by 18 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 18 other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 17 cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +4 Mag offense ------ Spellpower +10 (+5 eff.) On-Hit 23 physical On-Ranged-Hit 18 physical Damage +12% darkness Ignore resists +15% acid On-Hit (Melee): * 13% chance to reduce all saves and defense by 18 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 18 defense ------ Resistance +24% darkness +3% mind +6% light Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Hate-on-crit +2.00 Max hate +9.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Duathelcutter the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +8.00% Physical Power +5 (+2 eff.) Damage +6% mind +21% darkness defense ------ Resistance +12% mind +6% darkness A belt that goes around your waist. |
| In main hand | caustic elven-wood longbow of true flight4.0 Encumbrance T4 longbow 2H weapon [Ego++] Nature/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-crit, radius 2 +30 acid +47 nature While equipped: offense ------ Physical Crit +14.0% Ignore resists +18% acid +14% nature Accuracy +14 (+4 eff.) Ignore Armor +18 Longbows are used to shoot arrows at your foes. |
| On hands | Ivawyn (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Mag +2 Wil +4 Cun offense ------ Physical Power +7 (+3 eff.) On-Hit 6 acid 5 fire 5 cold 5 lightning Ignore resists +15% arcane When Hit 6 arcane defense ------ Armor +2 Resistance +6% darkness +5% arcane +7% light other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 60.08 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Lightminister the dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Damage +24% light Ignore resists +10% light On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +12% acid +20% blight Spell save +12 (+6 eff.) Life +60.00 A suit of armour made of mail. |
| Cloak | cashmere cloak 'Xetta' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -3% Resistance +20% blight +6% fire +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 86; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 112; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 112 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -419; dur 7; cd 26)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 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 -419 life. The duration and life will increase by 1% for every 1% life you have lost (currently 880 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 84; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 84 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; physical, light, blight, cold, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 4 light, 3 blight, 3 cold, 5 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 161; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 161.12 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 285; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 285 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 176 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Turalelar the Cleanseblur0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +2 Mag offense ------ Damage +9% physical Ignore resists +20% nature Ignore Armor +5 defense ------ Fatigue -6% Life Regen +3.00 other ------- See Invis +6 Amulets make your neck look great! |
Nimbusoblivion0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +13 Lck offense ------ Damage +9% lightning +15% mind Ignore resists +15% mind Accuracy +11 (+3 eff.) When Hit 4 lightning defense ------ Defense +12 (+4 eff.) Resistance +30% lightning Resist unseen 16% Amulets make your neck look great! |
Radhodoyakor the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun offense ------ Mind Crit +7% Damage +6% mind defense ------ Resistance +6% blight +18% light +13% darkness Mind save +6 (+3 eff.) Blind Resist +31% Amulets make your neck look great! |
stabilizing gold amulet of cunning (+5)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun defense ------ Resistance +16% temporal Pinning Resist +32% Knockbk Resist +20% Amulets make your neck look great! |
stralite amulet 'Lavablight'0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex offense ------ Damage +18% mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 16 * 20% chance to reduce all saves and defense by 18 defense ------ Resistance +30% fire Amulets make your neck look great! |
Ce'Nelle0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +3 Con offense ------ Damage +3% physical defense ------ Resistance +2% physical Physical save +9 (+5 eff.) Rings make your fingers look great! |
copper ring 'Eredugohad'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +6 Dex +3 Mag +3 Wil +2 Cun +3 Con offense ------ Damage +9% acid defense ------ Crit Resistance 15.00% Spell save +6 (+3 eff.) other ------- Light +3 Rings make your fingers look great! |
copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
psionicist's steel ring of life0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Wil defense ------ Mind save +8 (+4 eff.) Life +42.00 Life Regen +7.00 Healmod +12% Rings make your fingers look great! |
psionicist's gold ring of frost (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +12% cold defense ------ Resistance +24% cold Mind save +8 (+4 eff.) Rings make your fingers look great! |
rogue's gold ring of darkness (+20%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +12 (+4 eff.) Resistance +20% darkness Rings make your fingers look great! |
rogue's gold ring of light (+26%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Cun offense ------ Damage +13% light defense ------ Defense +10 (+4 eff.) Resistance +26% light Rings make your fingers look great! |
solipsist's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego++] Psionic While equipped: Stats +9 Cun +5 Wil offense ------ Mindpower +8 (+4 eff.) On-Hit 23 physical On-Ranged-Hit 7 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 18 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 18 other ------- Hate-on-crit +1.00 Max hate +5.00 Bleeding Edge: Puts all charms on 17 cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
treant's gold ring of corrosion (+7%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: offense ------ Damage +12% acid defense ------ Resistance +7% blight +8% nature +24% acid Poison Resist +10% Disease Resist +18% Rings make your fingers look great! |
thought-forged steel greatsword of phasing (27-43 power, 12 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Psionic Weapon Damage 27.0 - 43.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +3.0% Attack Speed 100% Phasing +17% On-hit +13 mind On Hit: * 16% chance to reduce all saves and defense by 18 While equipped: Stats +3 Cun +5 Wil Massive two-handed swords. |
Dourspiker (20-26 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +14 blight On-Hit, radius 1 +20 darkness On-crit, radius 2 +20 darkness On Hit: * 20% chance to reduce strength, dexterity, and constitution by 16 While equipped: offense ------ Damage +6% temporal When Hit 4 temporal On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Resistance +6% light Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sharp, short and deadly. |
blazebringer's dwarven-steel dagger (17-22 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Nature Weapon Damage 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +43 fire While equipped: offense ------ Global Speed +3% Ignore resists +16% fire Sharp, short and deadly. |
Boltfury the thorny mindstar (8-8 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Weapon Damage 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +8 arcane While equipped: Stats +2 Str +2 Mag +10 Con offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Ignore resists +20% lightning When Hit 6 arcane defense ------ Mind save +5 (+3 eff.) other ------- Max psi +34.00 Light +2 Talents +1 Attune Mindstar 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. |
Morningquake (19/22, 12-16 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Nature Weapon Damage 11.5 - 16.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 22 Projectile Speed +200% On-ranged-hit +20 acid +4 light On-crit, radius 2 +4 acid On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 135 physical damage Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (18/20, 18-25 power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
hateful quiver of yew arrows of grasping (25/25, 36-50 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego++] Nature/Psionic Weapon Damage 35.5 - 49.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 25 On-ranged-hit +8 darkness Damage Against +9% Living On Hit: * 20% chance to create vines that bind the target to the ground dealing 99 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (20/20, 24-34 power, 8 apr)3.0 Encumbrance T4 arrow ammo [Unique] Psionic Weapon Damage 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
pouch of iron shots (18/18, 15-18 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
manaburning pouch of dwarven-steel shots of persecution (18/18, 30-37 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Disrupt Weapon Damage 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 Damage Against +9% Unnatural +16% Unliving On Hit: * 17 arcane resource burn Shots are used with slings to pummel your foes to death. |
woollen robe 'Obsidianbait' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: offense ------ Damage +15% mind +12% darkness Ignore resists +15% mind When Hit 10 mind defense ------ Resistance +30% mind +9% all other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+6 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+5 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+7 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+4 eff.) Resistance +10% lightning +10% fire +10% cold +10% arcane +13% all Spell save +20 (+9 eff.) Mind save +15 (+8 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. This item has been sent to the Item's Vault. |
Brodogosin the hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Crit +3.0% Ignore Shields +30% Accuracy +20 (+5 eff.) When Hit 6 physical defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +12% nature +24% fire Mind save +15 (+8 eff.) A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Normal] While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
Splendourstreak the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Str +4 Cun +1 Con offense ------ Spellpower +3 (+1 eff.) Ignore resists +10% acid defense ------ Resistance +3% light Mind save +6 (+3 eff.) A belt that goes around your waist. |
grounding rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Resistance +5% lightning +5% temporal Spell save +5 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
blurring hardened leather belt1.0 Encumbrance T3 belt armor [Ego] Master While equipped: defense ------ Defense +12 (+4 eff.) Stealth +10 A belt that goes around your waist. |
hardened leather belt1.0 Encumbrance T3 belt armor [Normal] A belt that goes around your waist. |
enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +7 (+3 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of protection (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Defense +7 (+3 eff.) Physical save +5 (+3 eff.) Spell save +5 (+3 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hellglean (2 def, 6 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Str offense ------ Critical power +13.00% Damage +9% fire Accuracy +11 (+3 eff.) Ignore Armor +8 defense ------ Armor +6 Defense +2 (+1 eff.) Resistance +3% light +3% physical Stealth +8 Life +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phlegmravager the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +4 Dex offense ------ Damage +6% mind Ignore resists +5% nature Accuracy +4 (+1 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) Resistance +15% mind Spell save +7 (+4 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak of Eldoral (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +2 Cun +3 Con defense ------ Defense +2 (+1 eff.) Physical save +8 (+4 eff.) Life +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of sorcery (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +7 Wil offense ------ Spell Crit +5% defense ------ Defense +2 (+1 eff.) Mind save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 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. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
restorative pair of hardened leather boots of void walking (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Nature While equipped: offense ------ Ignore resists +13% darkness +15% temporal defense ------ Armor +3 Resistance +15% darkness +17% temporal Life Regen +4.00 Healmod +13% Out-of-Phase Defense +16 Out-of-Phase Resistance +13% Out-of-Phase Resilience +13% A pair of boots made of leather. |
undeterred pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Silence Resist +28% Confus Resist +31% Stun Resist +31% A pair of boots made of leather. |
restorative pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Nature While equipped: defense ------ Armor +4 Fatigue +3% Life Regen +5.00 Healmod +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
radiant iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 7 light Damage +3% light Accuracy +10 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
clarifying linen wizard hat of nature (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: Stats +2 Cun offense ------ Damage +10% nature defense ------ Defense +1 (+1 eff.) Resistance +15% nature Mind save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Torchhunter' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Mag offense ------ Critical power +5.00% Damage +10% fire When Hit 2 blight defense ------ Defense +1 (+1 eff.) Resistance +21% fire other ------- Vim-on-crit +2.00 Max mana +20.00 A pointy cloth hat, very wizardly... |
cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
shielding cashmere wizard hat of time (+10%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Arcane While equipped: Stats +4 Mag offense ------ Damage +10% temporal defense ------ Defense +2 (+1 eff.) Resistance +10% temporal Spell save +7 (+4 eff.) A pointy cloth hat, very wizardly... |
spellwoven cashmere wizard hat of the sentry (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) defense ------ Defense +2 (+1 eff.) other ------- Mana/turn +0.24 Infravision +5 See Stealth +12 See Invis +10 Circle of Warding: (Instant) Puts all charms on 34 cooldown Effective talent level: 3.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 25% and attempts to push all creatures other than yourself out of its radius, inflicting 8.18 light damage and 6.93 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +5 Wil +4 Con offense ------ Damage +11% arcane defense ------ Defense +2 (+1 eff.) Physical save +10 (+5 eff.) Arcane Eye: (Instant) Puts all charms on 9 cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Blastquencher the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Mag +1 Con offense ------ When Hit 6 lightning defense ------ Armor +1 Fatigue +1% Resistance +3% mind Physical save +11 (+6 eff.) A cap made of leather. |
Hyrek the Blackhunt (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Str +1 Dex offense ------ Damage +6% fire defense ------ Armor +3 Fatigue +5% Resistance +6% darkness other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Baryblek (0 def, 8 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex +3 Con offense ------ Ignore resists +20% physical Ignore Armor +3 defense ------ Armor +8 Fatigue +4% Resistance +18% lightning Disease Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Emeledavena' (10 def, 8 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex +3 Mag offense ------ Accuracy +15 (+4 eff.) defense ------ Armor +8 Defense +10 (+4 eff.) Fatigue +4% Resistance +12% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
312 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Skyward'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +21% mind Ignore resists +10% lightning When Hit 2 lightning 2 acid defense ------ Mind save +7 (+4 eff.) other ------- Light +3 See Stealth +6 See Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal alchemist's lamp of corpselight0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Spell Crit +4% Spellpower +12 (+6 eff.) defense ------ Resistance +5% blight +7% darkness other ------- Light +6 Infravision +5 See Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Effective talent level: 1.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 26 blight damage or heals 37 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Zuboba' (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature +12% light +3% mind Life +100.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe (dig speed 32 turns)3.0 Encumbrance T3 digger tool [Normal] While equipped: Stats +2 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+5 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 22 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. |
cleansing elven-wood totem of healing [power 308] (13 cooldown)2.0 Encumbrance T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 308 Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Legolas the Thalore Archer level 21
38th Haze 122nd year of Ascendancy at 19:53 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Legolas the Thalore Archer level 19
26th Haze 122nd year of Ascendancy at 00:06 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Legolas the Thalore Archer level 26
8th Decay 122nd year of Ascendancy at 19:48 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Legolas the Thalore Archer level 25
5th Decay 122nd year of Ascendancy at 11:04 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Legolas the Thalore Archer level 32
18th Pyre 123rd year of Ascendancy at 00:41 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Legolas the Thalore Archer level 10
5th Mirth 122nd year of Ascendancy at 00:03 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Legolas the Thalore Archer level 20
27th Haze 122nd year of Ascendancy at 05:06 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Legolas the Thalore Archer level 30
8th Pyre 123rd year of Ascendancy at 10:29 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Legolas the Thalore Archer level 27
46th Regrowth 123rd year of Ascendancy at 00:40 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Legolas the Thalore Archer level 30
8th Pyre 123rd year of Ascendancy at 10:31 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Legolas the Thalore Archer level 25
77th Haze 122nd year of Ascendancy at 00:43 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Legolas the Thalore Archer level 12
6th Mirth 122nd year of Ascendancy at 18:06 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Legolas the Thalore Archer level 26
4th Regrowth 123rd year of Ascendancy at 18:06 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Legolas the Thalore Archer level 20
31st Haze 122nd year of Ascendancy at 12:13 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Legolas the Thalore Archer level 28
77th Regrowth 123rd year of Ascendancy at 03:56 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Legolas the Thalore Archer level 17
10th Haze 122nd year of Ascendancy at 13:08 see stats
Log
The fabric of time around blinkwyrm returns to normal.
Deep Wound from Legolas hits Blinkwyrm for 82 physical damage.
Blinkwyrm's Kinetic Leech is interrupted by the shot!
Legolas uses Infusion: Regeneration.
Legolas starts regenerating health quickly.
Legolas's Sentinel misses blinkwyrm.
Blinkwyrm's arcane area effect hits Legolas for 163 arcane damage.
Talent Vital Shot is ready to use.
Blinkwyrm misses Legolas.
Deep Wound from Legolas hits Blinkwyrm for 82 physical damage.
Legolas uses Vital Shot.
Blinkwyrm starts to bleed.
Legolas's Vital Shot hits Blinkwyrm for 741 physical, 31 physical (771 total damage).
Blinkwyrm's arcane area effect hits Legolas for 163 arcane damage.
Blinkwyrm casts Displacement Shield.
The very fabric of space alters around blinkwyrm.
Blinkwyrm teleports some damage to Legolas!
Deep Wound from Legolas hits Blinkwyrm for (82 teleported), 0 physical (0 total damage).
Deep Wound from Legolas hits Legolas for 82 teleported damage.
Bleeding from Legolas hits Blinkwyrm for 185 physical damage.
Legolas shoots!
The fabric of space around blinkwyrm stabilizes to normal.
Blinkwyrm teleports some damage to Legolas!
Legolas's Shoot hits Blinkwyrm for (293 teleported), 1 physical, 31 physical (32 total damage).
Legolas's Shoot hits Legolas for 293 teleported damage.
Blinkwyrm's arcane area effect hits Legolas for 163 arcane damage.
Legolas the level 33 thalore archer was blasted to death by a blinkwyrm on level 8 of Dreadfell.




































































































































