Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Krog |
Class | Marauder |
Level / Exp | 32 / 6% |
Size | big |
Lifes / Deaths | Killed by shadow at level 20 on the 16th Dusk 122nd year of Ascendancy at 12:57 0 / 7Killed by snow giant thunderer at level 22 on the 28th Dusk 122nd year of Ascendancy at 18:30 Killed by elven cultist at level 26 on the 73rd Dusk 122nd year of Ascendancy at 10:49 Killed by Grand Corruptor at level 27 on the 74th Dusk 122nd year of Ascendancy at 03:38 Killed by Xilrakira the skeleton warrior at level 27 on the 79th Dusk 122nd year of Ascendancy at 17:56 Killed by bloated horror at level 30 on the 9th Haze 122nd year of Ascendancy at 10:52 Killed by Vorassra the vampire lord at level 32 on the 30th Haze 122nd year of Ascendancy at 15:21 |
Antimagic | Follower |
Primary Stats
Strength | 84 (base 60) |
Dexterity | 42 (base 40) |
Constitution | 28 (base 10) |
Magic | 14 (base 10) |
Willpower | 22 (base 10) |
Cunning | 54 (base 38) |
Resources
Life | -130/880 |
Psi | 92/112 |
Stamina | 163/223 |
Equilibrium | 28 |
Healing Factor | 1.2856298990387 |
Regeneration | 9.3208167680306 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +105% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 6 |
See Stealth | 9 |
See Invisible | 16 |
Offense: Mainhand
Damage | 121 |
Accuracy | 60 |
Crit Chance | 37% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 92 |
Accuracy | 60 |
Crit Chance | 37% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4.6666666666667 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Blight | +6% |
Physical | +12% |
Mind | +15% |
All | 0% |
Lightning | +15% |
Light | +10% |
Darkness | +6% |
Nature | +15% |
Offense: Damage Penetration
Acid | +25% |
Blight | +25% |
Arcane | +15% |
All | +10% |
Lightning | +15% |
Light | +35% |
Temporal | +25% |
Fire | +25% |
Physical | +31% |
Defense: Base
Armour (hardiness) | 53 (68.594633868923%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 1.9238052216851 |
Physical Save | 41 |
Spell Save | 40 |
Mental Save | 29 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 23%( 70%) |
All | + 15%( 70%) |
Lightning | + 68%( 70%) |
Light | + 28%( 70%) |
Temporal | + 33%( 70%) |
Physical | + 40%( 70%) |
Darkness | + 35%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Pinning Resistance | 65% |
Disarm Resistance | 45% |
Confusion Resistance | 97% |
Knockback Resistance | 44% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 57% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 526% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 221 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
Escort the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell) | active |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Strength 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 64. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bloated horror heart. * You've found the needed pouch of luminous horror dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
Equipment
On feet | Freezevault the pair of dwarven-steel boots (0 def, 4 armour) Freezevault the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +3 Wil Changes resistances: +10% lightning / +11% temporal / +9% cold Mental save: +6 (+3 eff.) Mindpower: +30 (+10 eff.) Mental crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Blindwinter BlindwinterCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Damage when hit (Melee): 8 acid Changes resistances penetration: +20% light Blindness immunity: +27% Confusion immunity: +17% Light radius: +11 See stealth: +9 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | Belizor (0 def, 3 armour) Belizor (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +9 Physical crit. chance: +2.0% Physical power: +9 (+3 eff.) Armour: +3 Fatigue: +5% Effects when hit in melee: * 23 arcane resource burn Changes stats: +3 Dex / +5 Con Changes resistances: +11% blight Changes resistances penetration: +10% physical Critical mult.: +10.00% Spell save: +30 (+10 eff.) When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +27 Crit. chance: +18.0% Attack speed: 83% On weapon hit: * 15% chance to reduce armor by 10% * 13% chance to slow global speed by 55% * 20 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Glada the dwarven-steel pickaxe (dig speed 23 turns) Glada the dwarven-steel pickaxe (dig speed 23 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun / +2 Str Changes resistances: +11% darkness / +9% light Changes resistances penetration: +15% temporal Damage affinity(heal): +15% darkness Mental save: +6 (+3 eff.) Life regen: +4.00 Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +3.00 Infravision radius: +6 Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Shineseam' steel ring 'Shineseam'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Damage when hit (Melee): 4 light Changes stats: +3 Cun / +3 Str Changes resistances: +6% light Changes resistances penetration: +5% light / +15% acid Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +28.00 Rings make your fingers look great! |
On fingers | Cracklewing CracklewingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +7 Cun / +2 Mag Changes resistances: +9% lightning Changes damage: +6% lightning Reduces incoming crit damage: 15.00% Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +24.00 See invisible: +6 Rings make your fingers look great! |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | stralite longsword 'Belikhad' (140% power, 5 apr) stralite longsword 'Belikhad' (140% power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +8 blight / +24 nature Damage (radius 1) on hit: +12 arcane / +4 blight Damage (radius 2) on crit: +45 fire When wielded/worn: Changes resistances penetration: +5% arcane / +15% fire Changes damage: +6% blight Global speed: +5% Sharp, long, and deadly. |
Around waist | Hathileg HathilegInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +7% lightning / +10% temporal / +9% blight Changes resistances penetration: +15% blight / +11% physical Changes damage: +12% physical Physical save: +15 (+5 eff.) A belt that goes around your waist. |
In off hand | Strikeguile the dwarven-steel waraxe (125% power, 4 apr) Strikeguile the dwarven-steel waraxe (125% power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 126% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: * Deals 78 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +9 Changes resistances: +3% darkness / +9% lightning Changes resistances penetration: +5% lightning / +10% all Changes damage: +9% lightning / +6% darkness One-handed war axes. |
Cloak | Belenn the cashmere cloak (27 def, 0 armour) Belenn the cashmere cloak (27 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +27 (+8 eff.) Changes resistances: +5% arcane / +27% lightning Spell save: +9 (+3 eff.) Stamina each turn: +3.00 Maximum life: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the sneak (heal 163; cd 10) healing infusion of the sneak (heal 163; 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 instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 652%; cd 15) movement infusion of the duelist (speed 652%; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 652% 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 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 of the sneak (speed 615%; cd 9) movement infusion of the sneak (speed 615%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 615% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 254; 15 cd) regeneration infusion of the sneak (heal 254; 15 cd)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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 336; 17 cd) regeneration infusion of the sneak (heal 336; 17 cd)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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 336 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Aduldamina the copper amulet Aduldamina the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Dex / +4 Con Mental save: +3 (+1 eff.) Cut immunity: +40% Mindpower: +20 (+7 eff.) Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 254 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Hathyzilathad the Blindstreaker Hathyzilathad the BlindstreakerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes damage: +6% light Spell save: +18 (+6 eff.) Life regen: +2.00 Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
gold amulet 'Zerisin' gold amulet 'Zerisin'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil / +5 Cun / +4 Con Changes resistances penetration: +10% mind Critical mult.: +5.00% Physical save: +8 (+3 eff.) Mental save: +3 (+1 eff.) Cut immunity: +60% Life regen: +3.00 Maximum life: +39.00 Mental crit. chance: +3% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 199 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
restful copper amulet of constitution (+3) restful copper amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Con Life regen: +2.00 Amulets make your neck look great! |
Galebait the steel ring Galebait the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +3 Str Changes resistances: +39% lightning Changes damage: +12% lightning / +12% cold Infravision radius: +2 Rings make your fingers look great! |
Ring of Growth 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 (+3 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. |
Uledig the Lavawill Uledig the LavawillInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +12% darkness / +6% fire Changes resistances penetration: +10% arcane Mental save: +6 (+3 eff.) Cut immunity: +10% Confusion immunity: +20% Damage Shield penetration: +10% Rings make your fingers look great! |
Vargh Redemption 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 10.29 cold and 11.53 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. |
marksman's copper ring of nature (+20%) marksman's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
warrior's copper ring of fire (+22%) warrior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
steel battleaxe 'Brighttouch' (121% power, 2 apr) steel battleaxe 'Brighttouch' (121% power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +12 light When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 10% Changes stats: +7 Con / +12 Wil Changes damage: +6% light Physical save: +3 (+1 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Maximum life: +69.00 Massive two-handed battleaxes. |
dwarven-steel longsword 'Bethyra' (124% power, 4 apr) dwarven-steel longsword 'Bethyra' (124% power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Deals 78 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +8 darkness Damage (radius 1) on hit: +16 mind Damage against: +10% Living When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 mind Changes stats: +8 Con / +7 Wil Hate when firing a critical mind attack: +1.00 Maximum life: +57.00 Sharp, long, and deadly. |
Poltergeist's Crooked Club (129% power, 4 apr) Poltergeist's Crooked Club (129% power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Changes resistances: +2% all An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Sparkvile (132% power, 4 apr) Sparkvile (132% power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 132% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +7 Str / +5 Dex / +8 Mag / +5 Wil / +3 Cun / +6 Con Changes resistances: +9% acid / +9% darkness / +3% blight / +5% arcane / +6% nature Changes damage: +6% lightning Blunt and deadly. |
Smolderkin (120% power, 4 apr) Smolderkin (120% power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (radius 2) on crit: +4 acid Damage against: +9% Unnatural When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +5% arcane Disarm immunity: +10% Confusion immunity: +20% Teleport immunity: +10% One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Loralathakath the rough leather belt Loralathakath the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 55% * 10 arcane resource burn Changes resistances: +9% darkness / +5% arcane / +3% nature Changes damage: +3% acid Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
Lisona (1 def, 0 armour) Lisona (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun Changes resistances penetration: +5% mind Changes damage: +12% mind Maximum life: +30.00 Light radius: +1 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spiderspiker (1 def, 0 armour) Spiderspiker (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 6 nature Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +3% cold Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of implacability (2 def, 0 armour) resilient cashmere cloak of implacability (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +7 (+2 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Amilefang (0 def, 0 armour) Amilefang (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% acid / +24% cold / +12% temporal / +9% all Changes damage: +16% cold Poison immunity: +20% Knockback immunity: +20% Mental crit. chance: +1% Healing mod.: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blindslice (0 def, 0 armour) Blindslice (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 23% Changes stats: +4 Mag / +4 Wil Changes resistances: +6% darkness / +28% nature / +15% all Changes resistances penetration: +31% darkness / +13% physical Changes damage: +12% temporal / +12% darkness / +5% physical / +19% nature / +10% arcane Maximum mana: +29.00 Maximum hate: +8.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +3% Mindpower: +7 (+3 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Unryhir' (0 def, 0 armour) cashmere robe 'Unryhir' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% fire / +15% nature / +11% all Changes damage: +10% nature Physical save: +15 (+5 eff.) Blindness immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Herak the pair of iron boots (0 def, 5 armour) Herak the pair of iron boots (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes stats: +4 Str / +1 Dex Changes resistances: +6% lightning / +5% temporal Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
Chamulach (10 def, 1 armour) Chamulach (10 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +1 Defense: +10 (+3 eff.) Damage (Melee): 6 cold Changes stats: +1 Str / +1 Mag Changes resistances: +6% cold Changes damage: +3% mind / +4% cold When used to modify unarmed attacks: Power: 93% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +5 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Olylar (0 def, 2 armour) Olylar (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +7 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +8 Str / +5 Dex / +2 Cun Changes resistances: +6% light Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+5 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +23% Light radius: +1 When used to modify unarmed attacks: Power: 131% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 224.44 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Zanedir the iron helm (0 def, 3 armour) Zanedir the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Wil Changes resistances: +11% lightning / +5% temporal / +9% mind / +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Glimmerpanic' (0 def, 3 armour) iron helm 'Glimmerpanic' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +12% lightning / +6% fire / +6% light / +6% cold Changes resistances penetration: +15% lightning / +15% fire Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 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. |
468 alchemist agate 468 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 spinel 12 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(72 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
piercing ash totem of healing [power 194] (13/15 cooldown) piercing ash totem of healing [power 194] (13/15 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 15 turns. When used: * Increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of healing [power 98] (13/10 cooldown) quick elm totem of healing [power 98] (13/10 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 98 Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
4 ametrine 4 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. |
3 citrine 3 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. |
5 zircon 5 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
By Mara002 the Krog Marauder level 25
43rd Dusk 122nd year of Ascendancy at 06:15 see stats
By Mara002 the Krog Marauder level 30
10th Haze 122nd year of Ascendancy at 07:01 see stats
By Mara002 the Krog Marauder level 21
18th Dusk 122nd year of Ascendancy at 05:05 see stats
By Mara002 the Krog Marauder level 26
64th Dusk 122nd year of Ascendancy at 02:17 see stats
By Mara002 the Krog Marauder level 31
22nd Haze 122nd year of Ascendancy at 20:49 see stats
By Mara002 the Krog Marauder level 10
7th Mirth 122nd year of Ascendancy at 22:15 see stats
By Mara002 the Krog Marauder level 20
13rd Dusk 122nd year of Ascendancy at 10:45 see stats
By Mara002 the Krog Marauder level 30
8th Haze 122nd year of Ascendancy at 04:00 see stats
By Mara002 the Krog Marauder level 25
32nd Dusk 122nd year of Ascendancy at 15:29 see stats
By Mara002 the Krog Marauder level 6
78th Pyre 122nd year of Ascendancy at 00:15 see stats
By Mara002 the Krog Marauder level 20
16th Dusk 122nd year of Ascendancy at 21:56 see stats
By Mara002 the Krog Marauder level 15
5th Dusk 122nd year of Ascendancy at 02:40 see stats
Log
Vorassra the vampire lord's is vulnerable to attacks and effects!
Mara002 hits Vorassra the vampire lord for 126 physical, 8 blight, (11 ignored), 0 nature, 12 arcane, 4 blight, 153 physical, (73 ignored), 0 arcane (302 total damage).
Mara002 hits Vampire for 12 arcane, 4 blight (16 total damage).
Mara002 HEALS from darkness damage!
Impending Doom from Vorassra the vampire lord hits Mara002 for (40 antimagic), 10 cold, (31 antimagic), 0 darkness, 2 healing (10 total damage) [2 healing].
Entropic Gift from Vorassra the vampire lord hits Mara002 for (40 antimagic), 34 temporal, (40 antimagic), 102 darkness, 8 healing (136 total damage) [8 healing].
Vorassra the vampire lord casts Netherblast.
Vorassra the vampire lord is wasting away!
Mara002 is recovering from the damage!
Mara002 deactivates Antimagic Shield.
The antimagic shield of Mara002 crumbles.
Mara002 HEALS from darkness damage!
Vorassra the vampire lord's Netherblast hits Mara002 for (40 antimagic), 110 temporal, (40 antimagic), 75 darkness, 7 healing (185 total damage) [7 healing].
Vorassra the vampire lord loses 4 health to the entropy.
Vorassra the vampire lord rearms.
Vampire casts Rune: Manasurge.
Vampire starts to surge mana.
Mara002 succumbs to the prophecy, attacking Vorassra the vampire lord!
Prophecy of Treason from Vorassra the vampire lord performs a melee critical strike against Vorassra the vampire lord!
Prophecy of Treason from Vorassra the vampire lord hits Vorassra the vampire lord for 14 physical, 7 blight, 10 nature, 11 arcane, 0 blight, 0 physical, 0 arcane (42 total damage).
Prophecy of Treason from Vorassra the vampire lord hits Vampire for 12 arcane, 4 blight (16 total damage).
Vorassra the vampire lord casts Prophecy of Madness.
Mara002 is doomed to madness!
Mara002 is free from the prophecy.
A piece of the soul of Mara002 is torn apart by Impending Doom!
Mara002 HEALS from darkness damage!
Impending Doom from Vorassra the vampire lord hits Mara002 for 59 cold, 45 darkness, 3 healing (104 total damage) [3 healing].
Entropic Gift from Vorassra the vampire lord hits Mara002 for 88 temporal, 166 darkness (254 total damage).
Mara002 the level 32 krog marauder was shadowed to death by Vorassra the vampire lord on level 6 of Dreadfell.
Mara002 no longer revels in blood quite so much.