











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 25 / 2% |
| Size | big |
| Lifes / Deaths | Killed by worm that walks at level 17 on the 30th Pyre 123rd year of Ascendancy at 22:34 0 / 6Killed by Cyrusewe the lesser vampire at level 19 on the 3rd Dusk 123rd year of Ascendancy at 23:01 Killed by Urkis, the High Tempest at level 24 on the 25th Haze 123rd year of Ascendancy at 04:48 Killed by Urkis, the High Tempest at level 24 on the 25th Haze 123rd year of Ascendancy at 05:55 Killed by Grand Corruptor at level 24 on the 41st Haze 123rd year of Ascendancy at 19:19 Killed by Grand Corruptor at level 25 on the 43rd Haze 123rd year of Ascendancy at 07:04 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 36 (base 31) |
| Constitution | 28 (base 14) |
| Magic | 38 (base 29) |
| Willpower | 20 (base 10) |
| Cunning | 50 (base 46) |
Resources
| Life | 601/601 |
| Mana | 294/294 |
| Stamina | 220/220 |
| Healing Factor | 1.2456298990389 |
| Regeneration | 14.159756392638 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +35% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 33.595095619122 |
| See Invisible | 33.595095619122 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 42 |
| Crit Chance | 27% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 42 |
| Crit Chance | 30% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +7% |
| Lightning | +12% |
| Light | +18% |
| Acid | +5% |
| Blight | +6% |
| Arcane | +15% |
| Darkness | +29% |
| Nature | +6% |
Offense: Damage Penetration
| Mind | +10% |
| Darkness | +18% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11 (35.65183292883%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 35 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 10%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 13%( 70%) |
| Lightning | + 45%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Silence Resistance | 24% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 62 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 113 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 496% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Scoundrel | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases defense by 10. Mobile Defense |
| beneficial effect | Parrying melee and ranged attacks: Has a 21% chance to deflect up to 10 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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 xorn fragment. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed red crystal shard. * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Erelekath' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +4 Str / +9 Con Changes resistances: +9% blight Changes damage: +6% blight / +7% physical / +15% arcane Stamina each turn: +1.40 Maximum life: +44.00 Maximum stamina: +23.00 Movement speed: +10% Size category: +1 A pair of boots made of leather. |
| Light source | Lightburst the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes resistances penetration: +10% light Changes damage: +18% light Light radius: +5 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. |
| On head | Ragondil the cashmere wizard hat (22 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +3 Defense: +22 (+5 eff.) Changes resistances: +16% darkness / +18% lightning Changes damage: +11% darkness / +12% lightning Physical save: +3 (+2 eff.) Life regen: +1.70 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
| On hands | Moldwolf the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage (Melee): 7 acid Changes resistances: +5% acid Changes resistances penetration: +10% mind Changes damage: +5% acid / +6% nature Spell save: +3 (+2 eff.) Mana each turn: +0.08 Spell crit. chance: +4% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 33.26 You won the Ring of Blood trial, and this is your reward. |
| On fingers | mule's steel ring of arcana (+0.13/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Silence immunity: +24% Mana each turn: +0.13 Rings make your fingers look great! |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 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. |
| In main hand | Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Cun, 45% Dex, 10% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 109.82 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | SiluriabethInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +5% lightning / +6% temporal / +6% light / +3% fire / +1% physical Spell save: +6 (+3 eff.) Life regen: +2.00 A belt that goes around your waist. |
| In off hand | Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Cloak | Zubomira the Glacierdash (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +3% cold / +10% darkness / +3% nature Changes resistances penetration: +8% darkness Changes damage: +13% darkness Reduces incoming crit damage: 5.00% Stealth bonus: +8 Physical save: +18 (+9 eff.) Spell save: +6 (+3 eff.) Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Samuchik the cured leather armour (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes resistances: +18% lightning / +4% physical / +6% acid Blindness immunity: +10% Cut immunity: +20% Life regen: +4.00 Maximum life: +40.00 A suit of armour made of leather. |
Inventory
healing infusion of the wizard (heal 121; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 121 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 170; 13 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 170 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, darkness, blight, cold, fire)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: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 3 darkness, 5 blight, 4 cold, 4 fire 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 warrior (absorb 48; cd 19)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: 19 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 48 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 Strength 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. |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 35/35) : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 186 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
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 of mastery (0.15 Cunning / Dirty fighting)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% nature / +12% blight Talent mastery: +0.15 Cunning / Dirty fighting Poison immunity: +20% Disease immunity: +23% Amulets make your neck look great! |
copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
grounding steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning Cut immunity: +50% Stun/Freeze immunity: +24% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
stabilizing steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal Blindness immunity: +17% Pinning immunity: +20% Knockback immunity: +24% Infravision radius: +2 Sight radius: +2 See invisible: +5 Amulets make your neck look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
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 4 tidal wave that expands slowly over 7 turns, dealing 9.89 cold and 10.59 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
wizard's gold ring of darkness (+26%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +26% darkness Changes damage: +13% darkness Spell save: +6 (+3 eff.) Rings make your fingers look great! |
Harikaltholdir (12-16 power, 16 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +5.0% 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) On weapon crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 Damage Shield penetration (this weapon only): +11% When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% mind Changes resistances penetration: +5% mind / +5% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
Honeg the steel dagger (20-27 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 20.5 - 26.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 20 Damage (Melee): +20 mind / +16 arcane When wielded/worn: Changes damage: +3% arcane / +6% mind Sharp, short and deadly. |
Layythra (16-20 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.5 - 20.2 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% nature Reduces incoming crit damage: 10.00% Spell save: +3 (+2 eff.) Poison immunity: +20% Knockback immunity: +10% Teleport immunity: +10% Maximum life: +60.00 Sharp, short and deadly. |
Unrydan the steel dagger (13-17 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 19 Damage (Melee): +9 blight Damage (radius 1) on hit: +16 arcane When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +8 Changes stats: +2 Dex Changes resistances penetration: +10% blight / +7% physical Changes damage: +6% arcane / +3% blight Disease immunity: +18% Combat speed: +10% Sharp, short and deadly. |
acidic steel dagger of shearing (12-15 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Changes resistances penetration: +9% all Sharp, short and deadly. |
arcing iron dagger of crippling (10-14 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 59 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Sharp, short and deadly. |
truestriking steel dagger of corruption (12-16 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 2). When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +6 Changes resistances penetration: +6% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Bolbum's Big Knocker (64-77 power, 10 apr, physical element) Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+3 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+6 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 8 power out of 20/20) : Effective talent level: 2.0 Power cost: 8 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
IcestrikerInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +15% arcane Changes damage: +6% cold Physical save: +6 (+3 eff.) Maximum mana: +80.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +1% Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
Lisylaith the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +4 Str Changes resistances: +11% cold Changes resistances penetration: +5% physical Changes damage: +3% mind / +6% physical Equilibrium when hit: +0.04 Maximum hate: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Polatira the Snowream (20 def, 6 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +13 (+6 eff.) Armour: +6 Defense: +20 (+5 eff.) Fatigue: +3% Changes stats: +2 Str Changes resistances: +6% fire Changes damage: +12% cold 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. |
hardened leather gloves of the starseeker (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +1 Mag Changes resistances: +5% light / +6% 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 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 61.99 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. |
cashmere wizard hat 'Zubelema' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Dex / +4 Mag / +2 Wil / +4 Cun Changes resistances: +19% lightning Changes damage: +13% lightning A pointy cloth hat, very wizardly... |
linen wizard hat 'Ivymina' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +1 (+0 eff.) Damage when hit (Melee): 2 physical Changes resistances: +11% mind Changes damage: +11% mind / +3% physical Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
dwarven-steel mail armour of the deep (3 def, 10 armour)Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +7% acid / +8% cold Allows you to breathe in: water A suit of armour made of mail. |
10 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. |
121 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. |
11 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. |
13 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. |
9 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. |
iron pickaxe 'Gleamspire' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 2 light Changes stats: +1 Str Confusion immunity: +20% Knockback immunity: +10% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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)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 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
focusing steel torque of gale force [power 160] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 171 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of mindblast [power 150] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 27] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
extending ash totem of healing [power 194] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
extending elm totem of stinging [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of healing [power 152] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 152 Activation puts all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
14 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. |
Baregoblek [power 10] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +1 Changes resistances: +6% mind Blindness immunity: +20% Disease immunity: +20% Knockback immunity: +20% It can be used to reveal the area around you, dispelling darkness (radius 10, power 57 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding 'Brandrigor' [power 116] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances penetration: +15% blight / +5% fire Changes damage: +3% fire It can be used to create a shield absorbing up to 124 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive ash wand of lightning storm [power 182] (13 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 40 lightning damage and will be dazed for 1 turn (203 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elm wand of conjuration [power 145] (19 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 145 cold damage Activation puts all charms on cooldown for 19 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Nacemo the Cornac Shadowblade level 16
10th Pyre 123rd year of Ascendancy at 16:58 see stats
Earth Master
Killed Harkor'Zun.By Nacemo the Cornac Shadowblade level 22
34th Dusk 123rd year of Ascendancy at 00:45 see stats
Exterminator
Killed 1000 creatures.By Nacemo the Cornac Shadowblade level 18
41st Pyre 123rd year of Ascendancy at 21:12 see stats
Level 10
Got a character to level 10.By Nacemo the Cornac Shadowblade level 10
70th Dusk 122nd year of Ascendancy at 15:01 see stats
Level 20
Got a character to level 20.By Nacemo the Cornac Shadowblade level 20
10th Dusk 123rd year of Ascendancy at 07:05 see stats
Poisonous
Sided with the assassin lord.By Nacemo the Cornac Shadowblade level 19
73rd Pyre 123rd year of Ascendancy at 15:27 see stats
The Arena
Unlocked Arena mode.By Nacemo the Cornac Shadowblade level 12
11st Haze 122nd year of Ascendancy at 22:23 see stats
The secret city
Discovered the truth about mages.By Nacemo the Cornac Shadowblade level 13
23rd Regrowth 123rd year of Ascendancy at 14:46 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Nacemo the Cornac Shadowblade level 19
56th Pyre 123rd year of Ascendancy at 15:48 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Nacemo the Cornac Shadowblade level 18
43rd Pyre 123rd year of Ascendancy at 01:12 see stats















































































































