Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Forbidden Cults 1.6.7Official 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.
Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.6Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Archer |
Level / Exp | 26 / 61% |
Size | medium |
Lifes / Deaths | Killed by Garin the armoured skeleton warrior at level 25 on the 2nd Wintertide 123rd year of Ascendancy at 17:01 4 / 3Killed by Lisilebeth the skeleton magus at level 26 on the 4th Allure 123rd year of Ascendancy at 13:43 Killed by Parrci at level 26 on the 4th Allure 123rd year of Ascendancy at 14:52 |
Primary Stats
Strength | 19 (base 13) |
Dexterity | 66 (base 57) |
Constitution | 20 (base 10) |
Magic | 10 (base 10) |
Willpower | 15 (base 10) |
Cunning | 59 (base 50) |
Resources
Life | 616/616 |
Stamina | 230/230 |
Healing Factor | 1.178947368421 |
Regeneration | 5.0105263157892 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 36.114050962765 |
See Invisible | 36.114050962765 |
Offense: Mainhand
Damage | 110 |
Accuracy | 62 |
Crit Chance | 29% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +70% |
Acid | +31% |
Light | +25% |
Nature | +20% |
Darkness | +39% |
Physical | +45% |
Cold | +21% |
All | +15% |
Offense: Damage Penetration
Lightning | +10% |
Physical | +6% |
Arcane | +10% |
Cold | +25% |
Darkness | +14% |
Defense: Base
Armour (hardiness) | 14 (57.811550151976%) |
Defense | 80 |
Ranged Defense | 80 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 20 |
Mental Save | 27 |
Defense: Resistances
Acid | + 38%( 70%) |
Physical | + 21%( 70%) |
Cold | + 21%( 70%) |
All | + 19%( 70%) |
Darkness | + 24%( 70%) |
Light | + 43%( 70%) |
Temporal | + 24%( 70%) |
Lightning | + 54%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Instadeath Resistance | 100% |
Confusion Resistance | 13% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 438 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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 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 Cunning by +5. | done |
You failed to protect the lost warrior from death by Iseba the giant fire ant. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 109. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed chunk of ghoul flesh. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed skeleton mage skull. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 orc heart. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 |
Equipment
On feet | pair of dwarven-steel boots 'Issadradan' (0 def, 4 armour) pair of dwarven-steel boots 'Issadradan' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +10 (+4 eff.) Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +6 Str / +2 Dex / +5 Con Changes resistances: +2% physical Changes damage: +8% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Pouch of the Subconscious (20/20, 147% power, 15 apr) Pouch of the Subconscious (20/20, 147% power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 147% Range: 1.2x Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Getadufast the Boltoozer (11 def, 0 armour) Getadufast the Boltoozer (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +11 (+3 eff.) Damage when hit (Melee): 2 temporal Changes stats: +1 Str Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% lightning A pointy cloth hat, very wizardly... |
Tool | Sparkshaper [power 175] (14 cooldown) Sparkshaper [power 175] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +20 (+7 eff.) Damage when hit (Melee): 6 lightning Changes stats: +3 Dex Changes damage: +18% lightning Only die when reaching: -80.00 life It can be used to blast the opponent's mind dealing 201 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Heal for 58. Torques are made by powerful psionics to store psionic powers. |
On fingers | mule's copper ring of lightning (+22%) mule's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% lightning Changes damage: +11% lightning Maximum encumbrance: +21 Rings can have magical properties. |
On fingers | savage's copper ring of pilfering savage's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Changes stats: +2 Con Spell save: +11 (+5 eff.) Maximum stamina: +12.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around waist | rough leather belt 'Chamotoldir' rough leather belt 'Chamotoldir'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +25 (+5 eff.) Changes stats: +1 Str Physical save: +6 (+3 eff.) Stamina each turn: +2.00 Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
In main hand | hardened leather sling 'Cracklewilder' hardened leather sling 'Cracklewilder'Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +27 lightning / +20 arcane When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +1.0% Damage when hit (Melee): 4 lightning Changes resistances penetration: +10% arcane Changes damage: +26% lightning Slings are used to hurl stones or metal shots at your foes. |
On hands | Mayamima (25 def, 6 armour) Mayamima (25 def, 6 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +6 Defense: +25 (+5 eff.) Fatigue: +3% Damage (Melee): 10 nature Damage when hit (Melee): 4 acid Changes resistances: +16% nature Changes damage: +5% nature Maximum stamina: +30.00 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. |
Main armor | Frozenvault (0 def, 0 armour) Frozenvault (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +24% acid / +3% cold / +15% all Changes resistances penetration: +6% physical / +14% darkness / +25% cold Changes damage: +16% acid / +22% physical / +24% darkness / +6% cold / +15% all Maximum hate: +10.00 Spellpower: +14 (+7 eff.) Mindpower: +5 (+3 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Bleaktickler (21 def, 0 armour) Bleaktickler (21 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +21 (+5 eff.) Changes stats: +1 Str / +1 Dex / +1 Cun Changes resistances: +6% darkness Stamina each turn: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Mayedhewyn MayedhewynInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Defense: +15 (+3 eff.) Changes stats: +2 Con / +5 Wil Changes resistances: +15% lightning Physical save: +9 (+5 eff.) Mental save: +8 (+4 eff.) Confusion immunity: +13% Stun/Freeze immunity: +23% Life regen: +4.00 Vim when firing critical spell: +2.00 Maximum life: +31.00 Mindpower: +5 (+3 eff.) Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 181; cd 14) healing infusion of the duelist (heal 181; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. heroism infusion (die at -153; dur 6; cd 35)heroism infusion (die at -153; dur 6; cd 35) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -153 life. The duration and life will increase by 1% for every 1% life you have lost (currently 153 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 113; 12 cd)regeneration infusion (heal 113; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 113 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 186; 15 cd)regeneration infusion (heal 186; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 296; 17 cd) regeneration infusion of the duelist (heal 296; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; physical; dur 3; cd 12) wild infusion (res 19%; physical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. wild infusion (res 17%; physical; dur 2; cd 11)wild infusion (res 17%; physical; dur 2; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 5; phase 18; cd 10) blink rune of the sneak (range 5; phase 18; cd 10)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: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning 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 spell talent. |
This item will automatically be transmogrified when you leave the level. shatter afflictions rune (absorb 97; cd 22)shatter afflictions rune (absorb 97; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 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 97 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 86; cd 12) shatter afflictions rune of the duelist (absorb 86; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 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 86 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the sneak (range 96; cd 18)teleportation rune of the sneak (range 96; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 96 with a minimum range of 15. Its effects scale with your Cunning 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 spell talent. |
Artharuisin ArtharuisinCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +30 (+10 eff.) Armour: +5 Defense: +15 (+3 eff.) Changes stats: +3 Str Changes resistances: +3% physical Changes resistances cap: +3% all Physical save: +14 (+7 eff.) Maximum stamina: +30.00 Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
cleansing steel amulet cleansing steel amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% nature / +12% blight Poison immunity: +20% Disease immunity: +22% Amulets can have magical properties. |
gold amulet 'Bethobeth' gold amulet 'Bethobeth'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +6 Dex / +6 Wil Changes resistances: +9% temporal Changes resistances cap: +4% all Changes resistances penetration: +5% temporal Changes damage: +7% blight / +7% fire Critical mult.: +14.00% Physical save: +15 (+8 eff.) Spellpower: +8 (+4 eff.) Amulets can have magical properties. |
gold amulet 'Cracklecrack' gold amulet 'Cracklecrack'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +5 Defense: +14 (+3 eff.) Changes stats: +4 Mag / +5 Con / +11 Lck Changes resistances: +3% lightning Changes resistances cap: +4% all Physical save: +11 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +4% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
grounding copper amulet of cunning (+3) grounding copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
grounding gold amulet grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +28% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. serendipitous steel amulet of visionserendipitous steel amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +9 Lck Blindness immunity: +10% Infravision radius: +4 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
warrior's copper amulet of constitution (+3) warrior's copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Dawnpain the copper ring Dawnpain the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes resistances: +11% mind / +6% fire Changes damage: +32% mind / +6% light Rings can have magical properties. |
Duskripper the steel ring Duskripper the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 18% Damage when hit (Melee): 2 darkness / 2 fire Changes stats: +3 Dex Changes resistances: +11% blight Changes damage: +11% blight / +3% darkness Spellpower: +7 (+3 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
Flashkill FlashkillCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 18% Changes stats: +4 Dex / +7 Mag Changes resistances penetration: +15% light Changes damage: +6% light Light radius: +3 Rings can have magical properties. |
Urodekhad the Balancelace Urodekhad the BalancelaceInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% lightning / +12% fire / +6% nature Changes damage: +6% nature Physical save: +12 (+6 eff.) Mental save: +7 (+3 eff.) Confusion immunity: +32% Life regen: +4.00 Healing mod.: +20% Rings can have magical properties. |
Xamithra the steel ring Xamithra the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +3 Con Changes resistances: +12% blight / +3% light Changes resistances penetration: +5% temporal Physical save: +18 (+9 eff.) Spell save: +12 (+6 eff.) Blindness immunity: +20% Silence immunity: +10% Maximum stamina: +13.00 Rings can have magical properties. |
psionicist's copper ring of lightning (+22%) psionicist's copper ring of lightning (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +6 (+3 eff.) Rings can have magical properties. |
psionicist's copper ring of power psionicist's copper ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Wil Mental save: +6 (+3 eff.) Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
treant's gold ring of sensing treant's gold ring of sensingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +7% nature / +6% blight Blindness immunity: +24% Poison immunity: +16% Disease immunity: +12% Infravision radius: +5 See stealth: +7 See invisible: +8 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel longsword 'Sleetgrit' (107% power, 3 apr)steel longsword 'Sleetgrit' (107% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +1 Cun Changes resistances: +6% mind / +12% cold Silence immunity: +20% Mindpower: +20 (+9 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Lisynne the Morningroar (110% power, 3 apr)Lisynne the Morningroar (110% power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +2 Str / +3 Dex Changes resistances: +5% physical Changes resistances penetration: +15% light Stamina each turn: +3.00 Maximum stamina: +20.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Searblood the thorny mindstar (96% power, 24 apr, mind damage)Searblood the thorny mindstar (96% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 13 Damage (Melee): +16 fire Damage (radius 2) on crit: +12 fire When wielded/worn: Defense: +8 (+2 eff.) Damage (Melee): 7 lightning Changes stats: +4 Str / +3 Dex / +3 Mag / +1 Wil / +4 Cun / +3 Con Changes resistances: +7% lightning Changes resistances penetration: +7% lightning / +15% fire Changes damage: +11% lightning / +7% cold / +8% physical Talent granted: +1 Attune Mindstar Physical save: +3 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +4 (+2 eff.) Pinning immunity: +22% Equilibrium when hit: +0.80 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. absorbing thorny mindstar of storms (91% power, 24 apr, mind damage)absorbing thorny mindstar of storms (91% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 92% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 10 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +17% lightning / +8% fire / +10% cold Changes resistances penetration: +5% lightning Changes damage: +12% lightning Talent masteries: +0.10 Psionic / Voracity +0.20 Psionic / Absorption Talent granted: +1 Attune Mindstar Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. vined mindstar of flames (83% power, 18 apr, mind damage)vined mindstar of flames (83% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 8 fire Changes resistances: +6% fire Changes resistances penetration: +6% fire Changes damage: +4% fire Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Global speed: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Yvewe the cured leather slingYvewe the cured leather sling Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +9 fire When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +12% mind / +12% lightning Changes damage: +12% fire Mental save: +6 (+3 eff.) Disease immunity: +10% Life regen: +2.00 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. ash magestaff 'Samorion' (120% power, 3 apr, lightning element)ash magestaff 'Samorion' (120% power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +5% arcane / +12% lightning Changes damage: +20% lightning / +15% mind Talent granted: +1 Command Staff Disarm immunity: +20% Only die when reaching: -40.00 life Spellpower: +9 (+4 eff.) Spell crit. chance: +2% Healing mod.: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff of illumination (120% power, 4 apr, fire element)yew magestaff of illumination (120% power, 4 apr, fire element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+2 eff.) Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 68.64 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. steel waraxe of daylight (103% power, 3 apr)steel waraxe of daylight (103% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +9 light Damage against: +7% Undead One-handed war axes. |
Brenarath the Brightworm Brenarath the BrightwormInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +2 Str / +2 Wil Changes damage: +6% light Reduces incoming crit damage: 5.00% Mental save: +7 (+3 eff.) Maximum life: +52.00 Light radius: +3 Infravision radius: +1 A belt that goes around your waist. |
cashmere cloak 'Eilinadamira' (2 def, 0 armour) cashmere cloak 'Eilinadamira' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +20 (+7 eff.) Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances: +9% lightning / +1% physical / +6% light Changes damage: +9% mind Mental save: +8 (+4 eff.) Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. focusing cashmere robe (0 def, 0 armour)focusing cashmere robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +11% all Mana each turn: +0.15 Psi each turn: +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe (0 def, 0 armour)mindwoven woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Mental save: +18 (+9 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adureth the Cloudsun (0 def, 3 armour) Adureth the Cloudsun (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +3 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +3 Dex / +2 Mag / +2 Cun Changes resistances: +6% lightning Changes damage: +3% lightning Spellpower: +7 (+3 eff.) Lowers spell cool-downs by: 10% Mindpower: +6 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Veligavea the pair of hardened leather boots (0 def, 3 armour) Veligavea the pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Dex / +2 Mag / +6 Wil / +3 Cun / +3 Con Changes resistances: +6% temporal Changes resistances penetration: +5% physical Changes damage: +9% physical Mana each turn: +0.24 Maximum mana: +28.00 Maximum stamina: +30.00 Spell crit. chance: +3% Mindpower: +5 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 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 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of dwarven-steel boots 'Brodandil' (0 def, 4 armour) pair of dwarven-steel boots 'Brodandil' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +2 Dex Changes resistances: +6% mind Changes damage: +3% physical Critical mult.: +15.00% Maximum stamina: +20.00 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. 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% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
Hathovon the hardened leather gloves (0 def, 4 armour) Hathovon the hardened leather gloves (0 def, 4 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +30 (+8 eff.) Physical crit. chance: +3.0% Armour: +4 Damage (Melee): 7 cold Changes stats: +3 Dex Changes resistances: +7% cold Changes damage: +5% cold Stamina each turn: +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's dwarven-steel gauntlets of the iron hand (0 def, 2 armour) alchemist's dwarven-steel gauntlets of the iron hand (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 acid / 4 fire / 5 cold / 3 lightning Changes stats: +3 Str / +4 Mag / +5 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +23% 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. |
This item will automatically be transmogrified when you leave the level. corrosive hardened leather gloves of the nighthunter (0 def, 2 armour)corrosive hardened leather gloves of the nighthunter (0 def, 2 armour) Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Damage (Melee): 8 acid Changes stats: +3 Cun Changes resistances: +7% darkness / +6% acid Changes damage: +5% acid Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Runetorin the hardened leather cap (0 def, 3 armour) Runetorin the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +9 Str / +2 Dex / +3 Con Changes resistances penetration: +15% physical Stamina each turn: +2.00 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 78.8 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
bladed dwarven-steel helm of the depths (0 def, 4 armour) bladed dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str Changes resistances: +8% cold Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 78.8 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Cuthychik' (1 def, 0 armour) linen wizard hat 'Cuthychik' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +30 (+10 eff.) Defense: +1 (+1 eff.) Changes stats: +2 Dex / +4 Wil / +2 Cun Changes resistances: +6% lightning / +6% temporal Stamina each turn: +2.00 A pointy cloth hat, very wizardly... |
volcanic reinforced leather armour of the deep (12 def, 16 armour) volcanic reinforced leather armour of the deep (12 def, 16 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +12 (+3 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 7 fire Changes resistances: +9% acid / +17% fire / +13% cold / +16% physical Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel plate armour 'Arylathakhad' (0 def, 20 armour)steel plate armour 'Arylathakhad' (0 def, 20 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +20 Fatigue: +22% Changes resistances: +6% acid / +2% physical / +6% darkness / +12% blight / +9% lightning Mental save: +3 (+1 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Armubers the Sunwyrd (0 def, 4 armour, 40.5 block)Armubers the Sunwyrd (0 def, 4 armour, 40.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +3 Mag Changes resistances: +12% physical Changes resistances penetration: +25% blight / +15% light Changes damage: +18% arcane Talent granted: +1 Block Spell save: +6 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Handheld deflection devices. |
steel shield 'Belille' (0 def, 24 armour, 40.5 block) steel shield 'Belille' (0 def, 24 armour, 40.5 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +24 Fatigue: +8% Damage when hit (Melee): 5 fire Changes stats: +8 Str / +2 Con Changes resistances: +14% fire Changes resistances penetration: +10% physical Talent granted: +1 Block Handheld deflection devices. |
psychokinetic quiver of yew arrows of grasping (14/14, 142% power, 10 apr) psychokinetic quiver of yew arrows of grasping (14/14, 142% power, 10 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 142% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 14 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 132 physical damage * 20% chance to create vines that bind the target to the ground dealing 132 nature damage and pinning them for 3 turns Damage (Ranged): +21 physical Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Polytira' (19/19, 139% power, 7 apr) quiver of ash arrows 'Polytira' (19/19, 139% power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 139% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 20% chance to slow global speed by 48% * 20% chance to knock the target back 3 spaces and deal 132 physical damage Damage (Ranged): +15 physical / +11 nature Arrows are used with bows to pierce your foes to death. |
5 agate 5 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. |
507 alchemist agate 507 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Winterrage (dig speed 19 turns) Winterrage (dig speed 19 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex / +4 Con Changes resistances: +15% cold Changes resistances penetration: +5% acid Changes damage: +12% acid / +6% fire / +6% mind Mental save: +6 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Xilaith XilaithInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 physical Changes stats: +2 Str / +5 Mag Mana when firing critical spell: +2.00 Maximum life: +60.00 Maximum vim: +50.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Strikevenom' alchemist's lamp 'Strikevenom'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% lightning / +5% arcane / +12% blight Changes resistances penetration: +15% lightning / +10% arcane Changes damage: +9% lightning Physical save: +7 (+4 eff.) Light radius: +4 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Unlightminister' alchemist's lamp 'Unlightminister'Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +8 Damage when hit (Melee): 4 mind Changes stats: +3 Str Changes resistances: +6% darkness / +3% all Spell save: +9 (+4 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's brass lantern of the zealot watchleader's brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+3 eff.) Blindness immunity: +22% Confusion immunity: +10% Light radius: +6 See stealth: +7 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 6 turns. The radius will increase with your Cunning. 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 182 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Charvile the dwarven-steel torque of gale force [power 230] (14 cooldown) Charvile the dwarven-steel torque of gale force [power 230] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +9% acid / +9% fire Changes resistances penetration: +15% acid Changes damage: +6% acid It can be used to project a gust of wind in a cone knocking enemies back 9 spaces and dealing 334 physical damage Activation puts all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
Rimespawner [power 200] (14 cooldown) Rimespawner [power 200] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +3 Mag Changes resistances penetration: +20% cold Reduces incoming crit damage: 10.00% Infravision radius: +3 It can be used to blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (23 cooldown) iron torque of clear mind [power 1] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of psionic shield [power 47] (23 cooldown) powerful steel torque of psionic shield [power 47] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 23 turns. When used: * Increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Duvorek the yew totem of thorny skin [power 40] (18 cooldown) Duvorek the yew totem of thorny skin [power 40] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Str / +9 Dex / +2 Cun Changes resistances penetration: +5% mind See invisible: +6 It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging [power 188] (14 cooldown) ash totem of stinging [power 188] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 226 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Jetreign' [power 254] (14 cooldown) yew totem of healing 'Jetreign' [power 254] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 18% Changes resistances: +3% acid / +9% cold / +12% light Spell save: +9 (+4 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 254 Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of shielding 'Blindenvy' [power 176] (18 cooldown) ash wand of shielding 'Blindenvy' [power 176] (18 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +9% darkness Changes resistances penetration: +5% mind Changes damage: +3% darkness It can be used to create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 18 turns. When used: * Increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing ash wand of lightning storm [power 182] (14 cooldown) focusing ash wand of lightning storm [power 182] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 61 lightning damage and will be dazed for 1 turn (309 total damage) Activation puts all charms on cooldown for 14 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Parrci the Halfling Archer level 25
2nd Allure 123rd year of Ascendancy at 01:19 see stats
By Parrci the Halfling Archer level 21
63rd Haze 122nd year of Ascendancy at 21:26 see stats
By Parrci the Halfling Archer level 24
6th Decay 122nd year of Ascendancy at 08:37 see stats
By Parrci the Halfling Archer level 26
4th Allure 123rd year of Ascendancy at 14:52 see stats
By Parrci the Halfling Archer level 23
68th Haze 122nd year of Ascendancy at 09:29 see stats
By Parrci the Halfling Archer level 10
10th Haze 122nd year of Ascendancy at 13:35 see stats
By Parrci the Halfling Archer level 20
61st Haze 122nd year of Ascendancy at 08:07 see stats
By Parrci the Halfling Archer level 11
19th Haze 122nd year of Ascendancy at 02:24 see stats
By Parrci the Halfling Archer level 9
6th Haze 122nd year of Ascendancy at 22:27 see stats
By Parrci the Halfling Archer level 23
67th Haze 122nd year of Ascendancy at 18:52 see stats
By Parrci the Halfling Archer level 16
52nd Haze 122nd year of Ascendancy at 16:52 see stats
By Parrci the Halfling Archer level 26
4th Allure 123rd year of Ascendancy at 14:52 see stats
Log
Parrci deactivates Trained Reactions.
Parrci deactivates Intuitive Shots.
Parrci deactivates Apply Poison.
Parrci deactivates Leeching Poison.
Parrci seems more focused.
Parrci is free from the hex.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Lisilebeth the skeleton magus's Soul Rot killed Parrci!
Saving game...
Talent Vitality is ready to use.
Talent Infusion: Regeneration is ready to use.
Resting starts...
Talent Tumble is ready to use.
Talent Venomous Strike is ready to use.
Talent Trained Reactions is ready to use.
Talent Infusion: Wild is ready to use.
Talent Leeching Poison is ready to use.
Talent Apply Poison is ready to use.
Talent Crippling Poison is ready to use.
Talent Intuitive Shots is ready to use.
Talent Infusion: Healing is ready to use.
Talent Luck of the Little Folk is ready to use.
Talent Evasion is ready to use.
Rested for 38 turns (stop reason: all resources and life at maximum).
Saving done.
Personal New Achievement: Fool of a Took! (Insane (Adventure) difficulty)!
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!