










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Infinite Dungeon Merchants 1.6.04 NPCs will now spawn in Infinite Dungeon that can sell spells trees, stat points, sub stats & can imbue items for you. There are 19 talent trees (249 talents) available for purchase: Can increase your stats and sub stats: Imbue items: The NPCs that spawn are: Adriel, Sun Paladin, Zemek & Gurock. They are broken down into catagories Adriel=nature SunPaladin=combat Zemek=spells Gurock=tinkerer.
If you are interested in a main story mode version you can get it here: Big thanks to hunter on te4.org for testing features and giving feedback! This addon would not have been possible without him! |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 46 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Karianae at level 9 on the 2nd Summertide 122nd year of Ascendancy at 12:58 2 / 5Killed by Karianae at level 23 on the 26th Dusk 122nd year of Ascendancy at 03:11 Killed by Horned Horror at level 33 on the 49th Dusk 122nd year of Ascendancy at 20:07 Killed by Porelaith the giant spider at level 38 on the 62nd Dusk 122nd year of Ascendancy at 11:39 Killed by Xeritha the multi-hued drake hatchling at level 44 on the 79th Dusk 122nd year of Ascendancy at 14:17 |
Primary Stats
| Strength | 30 (base 18) |
| Dexterity | 21 (base 10) |
| Constitution | 46 (base 14) |
| Magic | 123 (base 60) |
| Willpower | 101 (base 60) |
| Cunning | 85 (base 60) |
Resources
| Life | 718/718 |
| Mana | 565/565 |
| Positive | 185/185 |
| Healing Factor | 1.2499999999999 |
| Regeneration | 0.31249999999997 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41% |
| Spell | 0% |
| Global | +127% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 8 |
| See Stealth | 23.618058135468 |
| See Invisible | 48.623363618058 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 3 |
| Crit Chance | 48% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 73 |
| Crit Chance | 93% |
| Speed | 1 |
| Cooldown Reduction | 13.333333333333 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +29% |
| Blight | +31% |
| Arcane | +33% |
| Cold | +58% |
| All | +22% |
| Lightning | +32% |
| Light | +55% |
| Temporal | +39% |
| Physical | +34% |
| Darkness | +48% |
| Fire | +97% |
| Mind | +28% |
Offense: Damage Penetration
| Lightning | +5% |
| Darkness | +20% |
| Temporal | +10% |
| Blight | +15% |
| Mind | +25% |
| Fire | +53% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 55 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 44%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 23%( 70%) |
| Physical | + 27%( 70%) |
| Mind | + 38%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Bleed Resistance | 20% |
| Confusion Resistance | 30% |
| Fear Resistance | 30% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 715 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 240 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1154% for 10 turns (369 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 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 -771 life. The duration and life will increase by 1% for every 1% life you have lost (currently 771 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 702% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Wildfire | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Spellcraft |
| talent | Shielding |
| talent | Burning Wake |
| talent | Quicken Spells |
| talent | Arcane Power |
| talent | Disruption Shield |
| talent | Yarrrr!! |
| talent | Wildfire |
| talent | Essence of Speed |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
Quests
You successfully escorted the lost defiler to the recall portal on level 18 of Infinite Dungeon. Escort: lost defiler (level 18 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 34 of Infinite Dungeon. Escort: lost defiler (level 34 of Infinite Dungeon)As a reward you improved Cunning by +5. | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 40 of Infinite Dungeon) | failed |
You successfully escorted the lost warrior to the recall portal on level 17 of Infinite Dungeon. Escort: lost warrior (level 17 of Infinite Dungeon)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 24 of Infinite Dungeon. Escort: lost warrior (level 24 of Infinite Dungeon)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 13 of Infinite Dungeon. Escort: repented thief (level 13 of Infinite Dungeon)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Karianae. Escort: repented thief (level 22 of Infinite Dungeon) | failed |
You successfully escorted the repented thief to the recall portal on level 26 of Infinite Dungeon. Escort: repented thief (level 26 of Infinite Dungeon)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Infinite Dungeon. Escort: repented thief (level 7 of Infinite Dungeon)As a reward you improved talent Track (+1 level(s)). | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 11): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 197 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 13): Rush Hour (197)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 14): PacifistYou completed the challenge and received: +1 Prodigy Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 15): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 16): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): ExterminatorYou completed the challenge and received: Random Artifact: Glorykira (0 def, 7 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 19): Near SightedYou completed the challenge and received: Random Artifact: Belassra (25-37.5 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 20): Exterminator | active |
Proceed directly to the next Infinite Dungeon level in less than 65 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 21): Rush Hour (65)Turns left: 38 You completed the challenge and received: Random Artifact: Blindparry (3 def, 2 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 23): Near SightedYou completed the challenge and received: Random Artifact: Hanodil (0 def, 0 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 233 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 24): Rush Hour (233)Turns left: 79 You completed the challenge and received: Random Artifact: Arthudular (13-14.3 power, 32 apr, nature damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 26): ExterminatorYou completed the challenge and received: Random Artifact: Black Mesh (8 def, 2 armour, 120 block) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 28): ExterminatorYou completed the challenge and received: Random Artifact: Glintguile (2 def, 0 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 30): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 39): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: Random Artifact: Hellseam (14.5-21.75 power, 1 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 40): PacifistYou completed the challenge and received: +1 Category Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 41): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Lisulle the dreaming horror'. Infinite Dungeon Challenge (Level 42): Dream HunterYou completed the challenge and received: Random Artifact: Duvechak (21/21, 8-9.6 power, 6 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 44): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 266 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 45): Rush Hour (266)Turns left: 119 You completed the challenge and received: Random Artifact: Quenchwinnow (0 def, 14 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 48): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 49): ExterminatorYou completed the challenge and received: Random Artifact: Aerydedin (18.5-24.05 power, 7 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 7): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: Random Artifact: Xanomina (6-8.4 power, 2 apr) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | fire opal feet (0 def, 18 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +18 Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +6% temporal / +12% nature / +30% mind Changes damage: +20% all Spell save: +15 (+5 eff.) Cut immunity: +20% Silence immunity: +20% Confusion immunity: +30% Stun/Freeze immunity: +120% Fear immunity: +30% Maximum life: +80.00 Spell crit. chance: +10% Mental crit. chance: +10% Light radius: +2 Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 146, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 412.92 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Glintguile (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 36 Damage when hit (Melee): 6 light Changes resistances: +24% light Changes resistances penetration: +15% mind Changes damage: +18% light / +6% mind Mana each turn: +0.70 Mana when hit: +1.30 Maximum mana: +40.00 Spellpower: +7 (+2 eff.) Light radius: +2 Infravision radius: +5 See stealth: +7 See invisible: +10 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 65% and attempts to push all creatures other than yourself out of its radius, inflicting 20.05 light damage and 19.15 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... |
| Tool | Thunderstake (dig speed 8 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +2 Defense: +7 (+4 eff.) Changes stats: +2 Str / +3 Mag Changes resistances: +9% fire / +8% physical Changes resistances penetration: +5% lightning Blindness immunity: +20% Disease immunity: +20% Silence immunity: +10% Maximum life: +25.00 Maximum mana: +35.00 Maximum stamina: +20.00 Spell crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 31.74 cold and 26.92 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | conjurer's stralite ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+8 eff.) Defense: +10 (+5 eff.) Changes stats: +5 Mag / +5 Wil Spellpower: +10 (+3 eff.) Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
| Around waist | ElomiraPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +5% arcane Critical mult.: +20.00% Maximum encumbrance: +20 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Maximum vim: +40.00 A belt that goes around your waist. |
| In main hand | Emelirita (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +5 Mag / +4 Wil Changes resistances penetration: +10% mind / +15% blight Changes damage: +9% blight / +30% fire Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +20 (+7 eff.) Equilibrium when hit: +0.08 Maximum mana: +106.00 Spellpower: +22 (+6 eff.) Spell crit. chance: +23% Mindpower: +20 (+5 eff.) Staves designed for wielders of magic, by the greats of the art. |
| On hands | 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. |
| Main armor | Prothotipe's Prismatic Eye cloth (3 def, 2 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Damage when hit (Melee): 8 darkness Changes stats: +2 Str / +9 Mag / +4 Wil / +1 Cun / +5 Con Changes resistances: +12% acid / +10% physical / +12% cold / +13% fire / +11% all Changes damage: +7% acid / +9% temporal / +3% darkness / +10% lightning / +17% fire / +21% cold / +11% arcane / +12% physical Talent mastery: +0.20 Golem / Arcane Talent cooldown: Refit Golem (-4 turns) Reduces incoming crit damage: 10.00% Physical save: +19 (+6 eff.) Maximum mana: +19.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Infravision radius: +1 Talent on hit(spell): Eye Beam (10% chance level 2). A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Pyrewilder' (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +11 Wil Changes resistances: +9% blight Changes damage: +15% fire Physical save: +7 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+6 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
heroism infusion of the duelist (die at -311; dur 7; cd 25)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: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -311 life. The duration and life will increase by 1% for every 1% life you have lost (currently 311 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 583%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 583% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 610%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 610% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 807%; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 807% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; physical; dur 4; 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 4 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. |
wild infusion of the duelist (res 20%; physical; dur 2; 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 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Potion of Martial ProwessCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
shatter afflictions rune (absorb 116; cd 15)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: 13 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 116 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster 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 sneak (absorb 215; 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: 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 215 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. 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. |
shielding rune (absorb 616; dur 5; 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 616 damage for 5 turns. 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. |
shielding rune (absorb 616; dur 5; cd 14)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 616 damage for 5 turns. 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. |
shielding rune (absorb 512; dur 5; cd 16)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 512 damage for 5 turns. 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. |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 31 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Scorchwalker the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +6 Defense: +9 (+4 eff.) Changes stats: +4 Wil / +4 Mag Changes resistances cap: +5% all Changes damage: +5% temporal / +6% light / +12% physical / +6% fire / +6% arcane / +7% darkness Physical save: +24 (+8 eff.) Mana each turn: +0.16 Spellpower: +10 (+3 eff.) Spell crit. chance: +7% Combat speed: +10% Amulets can have magical properties. |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
archmage's voratun amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+8 eff.) Armour penetration: +15 Changes stats: +4 Mag Changes damage: +6% acid / +6% fire / +6% cold / +6% lightning Critical mult.: +19.00% Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
grounding stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% lightning Blindness immunity: +16% Stun/Freeze immunity: +32% Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +31% Infravision radius: +6 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
conjurer's steel ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag / +5 Wil Life regen: +7.00 Maximum life: +53.00 Spellpower: +6 (+2 eff.) Healing mod.: +10% Rings can have magical properties. |
conjurer's voratun ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 36 light Damage (Ranged): 33 light Changes stats: +5 Wil / +15 Mag Changes damage: +14% light Spellpower: +8 (+2 eff.) Rings can have magical properties. |
gladiator's stralite ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+4 eff.) Damage (Melee): 13 light Damage (Ranged): 18 light Changes stats: +5 Str / +1 Mag / +5 Con Changes damage: +10% light Rings can have magical properties. |
marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Changes stats: +3 Dex Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
marksman's stralite ring of fire (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+8 eff.) Changes stats: +4 Dex Changes resistances: +26% fire Changes damage: +13% fire Rings can have magical properties. |
pixie's gold ring of arcana (+0.16/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Silence immunity: +29% Mana each turn: +0.16 Spellpower: +8 (+2 eff.) Rings can have magical properties. |
stralite ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 25 light Damage (Ranged): 14 light Changes stats: +5 Mag Changes damage: +13% light Rings can have magical properties. |
treant's stralite ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +5% nature / +9% blight Poison immunity: +16% Disease immunity: +16% Stun/Freeze immunity: +28% Life regen: +4.00 Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Daylore the dragonbone magestaff (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Str / +2 Mag Changes damage: +30% physical / +30% temporal / +30% darkness / +33% light Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Spellpower: +40 (+10 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
Mayada (40-48 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+15 eff.) Physical power: +10 (+5 eff.) Defense: +21 (+8 eff.) Changes stats: +6 Str Changes damage: +40% darkness / +12% mind Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +12 Hate when firing a critical mind attack: +3.00 Spellpower: +25 (+7 eff.) Spell crit. chance: +5% Mindpower: +5 (+1 eff.) Damage Shield penetration: +30% Damage Shield Power: +19% Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+5 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Staff of Destruction (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+3 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
ScorchsweepCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+3 eff.) Defense: +11 (+5 eff.) Changes resistances: +6% blight / +3% fire Changes resistances penetration: +10% blight / +10% fire Changes damage: +3% blight / +6% fire Critical mult.: +8.00% Stealth bonus: +7 Spell save: +8 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Earthsquall the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +56 (+36 eff.) Defense: +3 (+2 eff.) Fatigue: -7% Changes stats: +3 Cun / +2 Dex Changes resistances: +3% mind / +6% nature Changes damage: +6% mind Physical save: +14 (+5 eff.) Mental save: +13 (+5 eff.) Only die when reaching: -110.00 life Maximum life: +96.00 Maximum stamina: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+6 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+3 eff.) 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. |
dreamer's elven-silk robe of Linaniil (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +11% darkness / +14% mind / +15% all Physical save: +14 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +21 (+7 eff.) Mana each turn: +0.24 Maximum mana: +63.00 Spellpower: +27 (+7 eff.) Spell crit. chance: +9% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of Angolwen (0 def, 0 armour) =ENCHANT ME PLZ=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag / +6 Wil Changes resistances: +15% all Spell save: +21 (+6 eff.) Silence immunity: +41% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +22 (+6 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
undeterred pair of voratun boots of phasing (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Silence immunity: +23% Confusion immunity: +35% Stun/Freeze immunity: +20% It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Balokor the Hailire (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+17 eff.) Armour penetration: +3 Armour: +14 Fatigue: +5% Damage (Melee): 16 arcane Changes stats: +4 Dex / +4 Mag / +6 Wil Changes resistances: +7% arcane / +12% cold Changes damage: +7% arcane Mental save: +12 (+4 eff.) Stamina each turn: +3.00 Maximum life: +65.00 Spellpower: +12 (+3 eff.) 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. |
Demonreign (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+20 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 29% Damage (Melee): 7 acid / 9 fire / 8 cold / 9 lightning Changes stats: +5 Dex / +10 Mag / +4 Wil Changes resistances: +9% blight Changes damage: +18% blight / +7% arcane / +6% darkness 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. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 98.50 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
alchemist's hardened leather gloves of war-making (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Armour: +2 Damage (Melee): 5 acid / 6 fire / 5 cold / 6 lightning Changes stats: +4 Mag / +3 Wil Critical mult.: +7.00% Spell crit. chance: +10% Mental crit. chance: +10% 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. |
hardened leather gloves of the starseeker (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Cun / +3 Mag Changes resistances: +7% light / +7% darkness Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 118.13 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. |
Corrupted Gaze (4 def, 8 armour)Requires: - Heavy armour training - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+10 eff.) Armour: +8 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +20% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.30 Corruption / Vim Disease immunity: +50% See stealth: +12 See invisible: +12 Talent on hit(spell): Vimsense (10% chance level 3). This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +3 Dex / +3 Mag / +9 Wil / +3 Cun Changes resistances: +12% fire Changes damage: +9% blight / +7% arcane Physical save: +3 (+1 eff.) Life regen: +4.00 Maximum vim: +25.00 Spell crit. chance: +3% Mindpower: +4 (+1 eff.) It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 2.0 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 17% and all saves by 29, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+9 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
augmenting cashmere wizard hat of the Brotherhood (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +3 Con Changes damage: +8% acid / +6% lightning / +6% cold / +11% arcane / +6% fire Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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... |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+5 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe 'Fog's kiss' (dig speed 18 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +10 Str / +5 Wil Changes resistances: +5% arcane / +6% darkness / +6% mind Changes resistances penetration: +25% light Changes damage: +9% darkness Reduces incoming crit damage: 15.00% Cut immunity: +20% Mental crit. chance: +11% Healing mod.: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 660 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
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.(151 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
2 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. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Eclipserend [power 215] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 36 Changes resistances: +3% mind / +6% darkness Changes resistances penetration: +5% mind Changes damage: +15% mind It can be used to blast the opponent's mind dealing 215 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 26% for 2 turns. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 105 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
overpowered elven-wood totem of stinging [power 528] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 528 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 174 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
extending elven-wood wand of conjuration [power 300] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a magical bolt dealing 300 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending yew wand of conjuration [power 175] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 175 cold damage Activation puts all charms on cooldown for 15 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. |
3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Ay ay captain!
Turn into a pirate!By Karianae the Shalore Archmage level 37
58th Dusk 122nd year of Ascendancy at 15:59 see stats
Bringer of Doom
Killed a Bringer of Doom.By Karianae the Shalore Archmage level 14
2nd Dusk 122nd year of Ascendancy at 19:06 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Karianae the Shalore Archmage level 22
24th Dusk 122nd year of Ascendancy at 12:53 see stats
Exterminator
Killed 1000 creatures.By Karianae the Shalore Archmage level 20
14th Dusk 122nd year of Ascendancy at 16:17 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Karianae the Shalore Archmage level 12
6th Flare 122nd year of Ascendancy at 23:00 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By Karianae the Shalore Archmage level 22
21st Dusk 122nd year of Ascendancy at 10:16 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By Karianae the Shalore Archmage level 31
39th Dusk 122nd year of Ascendancy at 15:50 see stats
Infinite x40
Got to level 40 of the infinite dungeon.By Karianae the Shalore Archmage level 40
66th Dusk 122nd year of Ascendancy at 05:36 see stats
Infinite x50
Got to level 50 of the infinite dungeon.By Karianae the Shalore Archmage level 45
3rd Haze 122nd year of Ascendancy at 18:47 see stats
Level 10
Got a character to level 10.By Karianae the Shalore Archmage level 10
3rd Summertide 122nd year of Ascendancy at 05:35 see stats
Level 20
Got a character to level 20.By Karianae the Shalore Archmage level 20
13rd Dusk 122nd year of Ascendancy at 20:26 see stats
Level 30
Got a character to level 30.By Karianae the Shalore Archmage level 30
36th Dusk 122nd year of Ascendancy at 22:19 see stats
Level 40
Got a character to level 40.By Karianae the Shalore Archmage level 40
65th Dusk 122nd year of Ascendancy at 08:04 see stats
Size is everything
Did over 1500 damage in one attack.By Karianae the Shalore Archmage level 42
73rd Dusk 122nd year of Ascendancy at 10:22 see stats
Size matters
Did over 600 damage in one attack.By Karianae the Shalore Archmage level 18
9th Dusk 122nd year of Ascendancy at 17:18 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Karianae the Shalore Archmage level 40
66th Dusk 122nd year of Ascendancy at 05:36 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Karianae the Shalore Archmage level 21
16th Dusk 122nd year of Ascendancy at 23:32 see stats
Log
You gain 4.26 gold from the transmogrification of scouring voratun gauntlets (0 def, 3 armour).
You gain 4.77 gold from the transmogrification of heroic voratun gauntlets (0 def, 8 armour).
You gain 11.54 gold from the transmogrification of verdant elven-silk robe of life (0 def, 0 armour).
You gain 7.32 gold from the transmogrification of focusing elven-silk robe of frost (+15%) (0 def, 0 armour).
You gain 6.45 gold from the transmogrification of focusing elven-silk robe of fire (+15%) (0 def, 0 armour).
You gain 7.95 gold from the transmogrification of elven-silk robe of Angolwen (0 def, 0 armour).
You gain 1.14 gold from the transmogrification of grounding drakeskin leather belt of resilience.
You gain 5.20 gold from the transmogrification of earthen dragonbone starstaff of might (30-36 power, 6 apr, darkness element).
You gain 4.52 gold from the transmogrification of projecting vined mindstar of life (5-5.5 power, 18 apr, nature damage).
You gain 9.40 gold from the transmogrification of projecting living mindstar of frost (16.5-18.15 power, 40 apr, nature damage).
You gain 9.06 gold from the transmogrification of honing living mindstar of flames (17.5-19.25 power, 40 apr, nature damage).
You gain 2.75 gold from the transmogrification of stralite longsword of torment (34-47.6 power, 5 apr).
You gain 9.04 gold from the transmogrification of caustic dragonbone longbow.
You gain 25.00 gold from the transmogrification of Lightfist.
You gain 18.68 gold from the transmogrification of stormbringer's voratun greatsword of enduring (64.5-103.2 power, 4 apr).
You gain 8.38 gold from the transmogrification of hateful voratun greatsword of shearing (66-105.6 power, 4 apr).
You gain 25.00 gold from the transmogrification of voratun dagger 'Hazecutter' (49-63.7 power, 9 apr).
You gain 7.10 gold from the transmogrification of voratun battleaxe of evisceration (54.5-81.75 power, 4 apr).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Karianae deactivates Wildfire.
Karianae deactivates Arcane Shield.
Karianae deactivates Keen Senses.
Karianae deactivates Burning Wake.
Karianae deactivates Yarrrr!!.
Karianae deactivates Disruption Shield.
Karianae deactivates Arcane Power.
Karianae deactivates Shielding.
Karianae deactivates Essence of Speed.
Karianae deactivates Quicken Spells.
Karianae deactivates Spellcraft.








































































































































