Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 25 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 8 on the 28th Dusk 122nd year of Ascendancy at 16:12 0 / 7Killed by snow giant boulder thrower at level 16 on the 54th Haze 122nd year of Ascendancy at 03:27 Killed by ritch flamespitter at level 16 on the 54th Haze 122nd year of Ascendancy at 12:06 Killed by Ce'Nagatha the snow giant chieftain at level 17 on the 55th Haze 122nd year of Ascendancy at 01:59 Killed by Rat Lich at level 17 on the 6th Decay 122nd year of Ascendancy at 14:50 Killed by skeleton mage at level 25 on the 67th Pyre 124th year of Ascendancy at 17:28 Killed by elven blood mage at level 25 on the 70th Pyre 124th year of Ascendancy at 01:55 |
Primary Stats
| Strength | 43 (base 36) |
| Dexterity | 60.862401208662 (base 54) |
| Constitution | 20 (base 15) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 14) |
| Cunning | 25 (base 12) |
Resources
| Life | -15/649 |
| Stamina | 190/235 |
| Healing Factor | 1.2 |
| Regeneration | 2.52 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 52 |
| Crit Chance | 38% |
| APR | 18 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 22.5 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.8 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Nature | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 25 (36%) |
| Defense | 22.400920211516 |
| Ranged Defense | 26.400920211516 |
| Fatigue | 0 |
| Physical Save | 44.141666666667 |
| Spell Save | 42.725 |
| Mental Save | 38.7125 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Physical | + 35%( 70%) |
| Lightning | + 21%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 186 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 27% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 218 life. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4.00 Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 222.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 0.90 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Archery - slings | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 2/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Field control | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target's luck and cunning combine to grant it 22% higher combat critical chance, 22% higher mental critical chance, and 22% higher spell critical chance. Halflings's Luck |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 9 and doing 18.44 blight damage per turn. Decrepitude Disease |
| beneficial effect | Reduces physical damage received by 30%. Earthen Barrier |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 15. Militant Mind |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target has 55% chance to evade melee attacks. Evasion |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lone alchemist from death by green worm mass. Escort: lone alchemist (level 3 of Scintillating Caves) | failed |
You failed to protect the lone alchemist from death by orc master assassin. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity by +2. | done |
You failed to protect the temporal explorer from death by StrzelamZDaleka. Escort: temporal explorer (level 2 of Daikara) | failed |
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 Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength by +2. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the Dragon. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Crackleobeisance (0 def, 4 armour) Crackleobeisance (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +6% lightning Changes resistances penetration: +15% blight Critical mult.: +20.00% Mana each turn: +0.12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | plaguebringer's quiver of yew arrows of annihilation (5/15, 36-50.4 power, 13 apr) plaguebringer's quiver of yew arrows of annihilation (5/15, 36-50.4 power, 13 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 36.0 - 50.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +4.0% Capacity: 15 When this weapon hits: Epidemic (10% chance level 1). Travel speed: +200% Damage when this weapon hits(ranged): +10 blight Arrows are used with bows to pierce your foes to death. |
| Light source | Stormstreak StormstreakCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +15% lightning Maximum encumbrance: +70 Stamina each turn: +0.80 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm of trickery (0 def, 4 armour) dwarven-steel helm of trickery (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +2 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Ulamas of thorny skin [power 22] (17/20 cooldown) Ulamas of thorny skin [power 22] (17/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when the wearer is hit: 12 blight Changes resistances penetration: +15% mind Resist all after a teleport: +8% Effect duration reduction after a teleport: +40% It can be used to hardens the skin for 6 turns increasing armour by 22 and armour hardiness by 50%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | sneakthief's steel ring of blasting sneakthief's steel ring of blastingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Dex Damage when the wearer hits(melee): 5 lightning / 5 physical Damage when the wearer is hit: 5 lightning / 5 physical Rings can have magical properties. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 75% Firing range: +9 When wielded/worn: Accuracy: +12 Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 9.00 Travel Speed: instantaneous Description: A steady shot, doing 189% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | stone warden's iron gauntlets of the juggernaut (0 def, 7 armour) stone warden's iron gauntlets of the juggernaut (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +6% Changes stats: +2 Con Changes resistances: +5% physical Physical save: +4 Spell save: +4 Mental save: +4 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 30% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +8 Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | linen cloak of the hunt (1 def, 0 armour) linen cloak of the hunt (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Fatigue: -4% Maximum life: +40.00 It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 2.7 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 24% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
duelist's wild infusion (resist 22%; cure mental) duelist's wild infusion (resist 22%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 22% for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (614% speed; 6 turns) movement infusion (614% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 614% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's invisibility rune (power 9 for 8 turns) titan's invisibility rune (power 9 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 9) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you cannot heal or regen life while invisible. Its effects scale with your Constitution 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 ability. |
inertial stralite amulet of willpower (+3) inertial stralite amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil Pinning immunity: +28% Stamina each turn: +0.30 Amulets can have magical properties. |
savage's gold ring of arcana(+0.24/turn) savage's gold ring of arcana(+0.24/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +7 Silence immunity: +32% Mana each turn: +0.24 Maximum stamina: +18.00 Rings can have magical properties. |
wizard's gold ring of physical power wizard's gold ring of physical power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +4 Mag Spell save: +8 Rings can have magical properties. |
plaguebringer's dwarven-steel battleaxe of vileness (34.5-51.75 power, 2 apr) plaguebringer's dwarven-steel battleaxe of vileness (34.5-51.75 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.5 - 51.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +20 blight Burst (radius 2) on crit: +12 corrupted blood When wielded/worn: Disease immunity: +14% Massive two-handed battleaxes. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 30.0 - 39.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light abound, it fades. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Dex, 35% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage when this weapon hits: +10 % chance to silence target When wielded/worn: Accuracy: +10 A thin, dark dagger that seems to meld seamlessly into the shadows. |
balanced dwarven-steel dagger of the leech (16.5-21.45 power, 7 apr) balanced dwarven-steel dagger of the leech (16.5-21.45 power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +6 slime When wielded/worn: Accuracy: +6 Defense: +7 Damage when the wearer is hit: 6 slime Sharp, short and deadly. |
warbringer's dwarven-steel dagger of nature (17.5-22.75 power, 7 apr) warbringer's dwarven-steel dagger of nature (17.5-22.75 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage conversion: 26% nature When wielded/worn: Physical power: +6 Changes stats: +2 Con Changes resistances: +2% all Changes resistances penetration: +7% physical / +5% nature Disarm immunity: +10% Sharp, short and deadly. |
dwarven-steel greatmaul of nature (40.5-60.75 power, 2 apr) dwarven-steel greatmaul of nature (40.5-60.75 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage conversion: 40% nature When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +10% nature Massive two-handed maul. |
plaguebringer's dwarven-steel greatsword of shearing (36-57.6 power, 2 apr) plaguebringer's dwarven-steel greatsword of shearing (36-57.6 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +6 blight When wielded/worn: Armour penetration: +10 Changes resistances penetration: +9% physical Changes damage: +10% physical Disease immunity: +12% Massive two-handed swords. |
warbringer's dwarven-steel greatsword (36-57.6 power, 2 apr) warbringer's dwarven-steel greatsword (36-57.6 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +6 Changes stats: +3 Con Changes resistances penetration: +9% physical Disarm immunity: +24% Massive two-handed swords. |
warbringer's dwarven-steel greatsword of amnesia (34-54.4 power, 2 apr) warbringer's dwarven-steel greatsword of amnesia (34-54.4 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown When wielded/worn: Physical power: +10 Changes stats: +3 Con Damage when the wearer is hit: 10 mind Changes resistances penetration: +9% physical Disarm immunity: +12% Massive two-handed swords. |
dwarven-steel mace of the mystic (28-39.2 power, 4 apr) dwarven-steel mace of the mystic (28-39.2 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Wil / +3 Mag Spellpower: +8 Blunt and deadly. |
plaguebringer's dwarven-steel mace of torment (23.5-32.9 power, 4 apr) plaguebringer's dwarven-steel mace of torment (23.5-32.9 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Special effect when this weapon hits: 20% chance to torment the target Damage when this weapon hits: +7 blight When wielded/worn: Changes resistances penetration: +8% mind / +8% darkness Disease immunity: +10% Blunt and deadly. |
Eluwyn (20-24 power, 4 apr, blight damage) Eluwyn (20-24 power, 4 apr, blight damage)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Blight Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +4 Changes stats: +6 Con Changes damage: +20% blight Talent granted: +1 Command Staff Stun/Freeze immunity: +20% Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
greater yew starstaff of blasting (20-24 power, 4 apr, physical damage) greater yew starstaff of blasting (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical / +20% light / +20% darkness / +20% temporal Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% It can be used to projects damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of invocation (20-24 power, 4 apr, cold damage) yew magestaff of invocation (20-24 power, 4 apr, cold damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% It can be used to projects damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
caustic dwarven-steel waraxe (22.5-31.5 power, 4 apr) caustic dwarven-steel waraxe (22.5-31.5 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage conversion: 30% acid blind When wielded/worn: Changes resistances penetration: +7% acid Life regen: +0.90 One-handed war axes. |
dwarven-steel waraxe of shearing (22-30.8 power, 4 apr) dwarven-steel waraxe of shearing (22-30.8 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +7 Changes resistances penetration: +8% physical Changes damage: +7% physical One-handed war axes. |
psychic's stralite waraxe (32.5-45.5 power, 5 apr) psychic's stralite waraxe (32.5-45.5 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Mindpower: +9 One-handed war axes. |
Hydra's Bite (56-61.6 power, 7 apr) Hydra's Bite (56-61.6 power, 7 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stat: 110% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +14.0% Special effect when this weapon hits: hit up to two adjacent enemies Damage conversion: 25% lightning / 25% acid / 25% nature When wielded/worn: Changes damage: +8% lightning / +8% acid / +8% nature This three headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
hardened leather belt of burglary hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Lck Trap disarming bonus: +5 Stealth bonus: +7 Infravision radius: +2 A belt that goes around your waist. |
shimmering cashmere robe of retribution (2 def, 0 armour) shimmering cashmere robe of retribution (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Damage when the wearer is hit: 7 fire / 6 cold / 5 lightning / 7 acid Changes damage: +12% arcane Maximum mana: +32.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of chaos (3 def, 0 armour) silk robe of chaos (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes resistances: +8% physical / -9% arcane / +5% fire / -5% cold / -8% nature / +6% blight Changes resistances penetration: +9% physical / +9% fire / +9% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (2 def, 0 armour) verdant cashmere robe of life (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +1 Con Changes resistances: +5% blight Changes damage: +5% nature Life regen: +1.80 Maximum life: +40.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's pair of hardened leather boots of evasion (7 def, 3 armour) dreamer's pair of hardened leather boots of evasion (7 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 Fatigue: +3% Physical save: +7 Spell save: +7 Mental save: +6 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 41% chance to completely evade them for 6 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. A pair of boots made of leather. |
pair of hardened leather boots of evasion (5 def, 3 armour) pair of hardened leather boots of evasion (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 Fatigue: +3% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 31% chance to completely evade them for 6 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. A pair of boots made of leather. |
archer's dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) archer's dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +17 Armour penetration: +8 Armour: +2 Changes stats: +2 Cun / +5 Dex It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 9.00 Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
bladed dwarven-steel helm (0 def, 4 armour) bladed dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str Damage when the wearer is hit: 6 physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 118.40 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed hardened leather cap of might (0 def, 3 armour) bladed hardened leather cap of might (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 Armour: +3 Fatigue: +3% Changes stats: +7 Str / +2 Con Damage when the wearer is hit: 5 physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 118.40 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% blight Physical save: +35 Stun/Freeze immunity: +30% No rogue blades shall incapacitate the wearer of this armour. |
hardened leather armour of Eyal (3 def, 6 armour) hardened leather armour of Eyal (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Life regen: +0.70 Maximum life: +43.00 Healing mod.: +18% A suit of armour made of leather. |
Glintbreak (8 def, 2 armour, 74.5 block) Glintbreak (8 def, 2 armour, 74.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 20 light Changes resistances: +12% temporal / +12% light Changes resistances penetration: +25% temporal Talent granted: +3 Block Handheld deflection devices |
acidic dwarven-steel shield of harmony (8 def, 2 armour, 86 block) acidic dwarven-steel shield of harmony (8 def, 2 armour, 86 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 12 acid Talent mastery: +0.30 Wild-gift / Harmony Talent granted: +3 Block It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 13 life per diseases or poisons on you. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
acidic stralite shield of the sun (10 def, 2 armour, 144 block) acidic stralite shield of the sun (10 def, 2 armour, 144 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when the wearer is hit: 14 light / 10 acid Changes resistances: +9% darkness / +8% light Talent granted: +4 Block It can be used to activate talent Sun Flare, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 5 turns and lighting up your immediate area (radius 6). At level 3 it will also do 15.15 light damage within radius 3. The damage done will increase with your Spellpower. Handheld deflection devices |
320 alchemist agate 320 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. |
3 onyx 3 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 Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
opal 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 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
2 emerald 2 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 Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp bright alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
healer's alchemist's lamp of health healer's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +52.00 Light radius: +3 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
3 garnet 3 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% Gems can be sold for money or used in arcane rituals. |
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, costing 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. |
Strikeguile of mindblast [power 120] (17/6 cooldown) Strikeguile of mindblast [power 120] (17/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when the wearer is hit: 16 lightning Changes resistances: +18% nature Changes resistances penetration: +15% lightning Changes damage: +12% nature It can be used to fire a blast of psionic energies in a beam (dam 60-120), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
iron torque of charged psionic shield [power 14] (17/20 cooldown) iron torque of charged psionic shield [power 14] (17/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all lightning and blight damage by 14 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
quick iron torque of kinetic psionic shield [power 10] (17/13 cooldown) quick iron torque of kinetic psionic shield [power 10] (17/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical and acid damage by 10 for 6 turns, placing all other charms into a 13 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 23] (17/20 cooldown) steel torque of kinetic psionic shield [power 23] (17/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical and acid damage by 23 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Eilinolrata of thorny skin [power 17] (17/20 cooldown) Eilinolrata of thorny skin [power 17] (17/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +10% temporal Changes damage: +6% arcane It can be used to hardens the skin for 6 turns increasing armour by 17 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 10] (17/20 cooldown) elm totem of thorny skin [power 10] (17/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 10 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
natural ash totem of thorny skin [power 15] (17/20 cooldown) natural ash totem of thorny skin [power 15] (17/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to hardens the skin for 6 turns increasing armour by 15 and armour hardiness by 40%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
overpowered ash totem of cure poisons [power 2] (17/34 cooldown) overpowered ash totem of cure poisons [power 2] (17/34 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 poisons from the target, placing all other charms into a 34 cooldown. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of thorny skin [power 9] (17/13 cooldown) quick elm totem of thorny skin [power 9] (17/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 9 and armour hardiness by 30%, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of cure poisons [power 2] (17/25 cooldown) supercharged ash totem of cure poisons [power 2] (17/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 poisons from the target, placing all other charms into a 25 cooldown. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of cure poisons [power 1] (17/28 cooldown) supercharged elm totem of cure poisons [power 1] (17/28 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 28 cooldown. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of cure poisons [power 1] (17/28 cooldown) supercharged elm totem of cure poisons [power 1] (17/28 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 28 cooldown. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of thorny skin [power 12] (17/28 cooldown) supercharged elm totem of thorny skin [power 12] (17/28 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 12 and armour hardiness by 30%, placing all other charms into a 28 cooldown. Natural totems are made by powerful wilders to store nature power. |
warded yew totem of cure illness [power 2] (17/20 cooldown) warded yew totem of cure illness [power 2] (17/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +1 nature / +1 light / +2 acid Talent granted: +1 Ward It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
webbed ash totem of cure poisons [power 2] (17/20 cooldown) webbed ash totem of cure poisons [power 2] (17/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent granted: +2 Lay Web It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
striking yew wand of trap destruction [power 56] (17/15 cooldown) striking yew wand of trap destruction [power 56] (17/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +2 Strike It can be used to try to disarm any known traps in a line (disarm power 56), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By StrzelamZDaleka the Halfling Archer level 15
40th Haze 122nd year of Ascendancy at 02:07 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By StrzelamZDaleka the Halfling Archer level 11
55th Dusk 122nd year of Ascendancy at 10:13 see stats
Exterminator
Killed 1000 creatures.By StrzelamZDaleka the Halfling Archer level 17
53rd Regrowth 123rd year of Ascendancy at 08:10 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By StrzelamZDaleka the Halfling Archer level 20
25th Pyre 124th year of Ascendancy at 08:12 see stats
Level 10
Got a character to level 10.By StrzelamZDaleka the Halfling Archer level 10
33rd Dusk 122nd year of Ascendancy at 08:29 see stats
Level 20
Got a character to level 20.By StrzelamZDaleka the Halfling Archer level 20
14th Pyre 124th year of Ascendancy at 15:50 see stats
Size matters
Did over 600 damage in one attack.By StrzelamZDaleka the Halfling Archer level 16
53rd Haze 122nd year of Ascendancy at 13:57 see stats
The Arena
Unlocked Arena mode.By StrzelamZDaleka the Halfling Archer level 5
78th Pyre 122nd year of Ascendancy at 21:18 see stats
The secret city
Discovered the truth about mages.By StrzelamZDaleka the Halfling Archer level 10
36th Dusk 122nd year of Ascendancy at 14:17 see stats
Treasure Hunter
Amassed 1000 gold pieces.By StrzelamZDaleka the Halfling Archer level 19
1st Regrowth 124th year of Ascendancy at 03:01 see stats
Log
Elven warrior activates Secrets of the Eternals.
Elven cultist casts Virulent Disease.
StrzelamZDaleka is afflicted by a decrepitude disease!
Talent Slow Motion is ready to use.
StrzelamZDaleka is no longer evading attacks.
StrzelamZDaleka is moving less freely.
Elven blood mage hits StrzelamZDaleka for 33 fire damage.
Elven cultist hits StrzelamZDaleka for 50 blight damage.
StrzelamZDaleka uses Dual Arrows.
StrzelamZDaleka uses Luck of the Little Folk.
StrzelamZDaleka seems more aware.
StrzelamZDaleka uses Dual Arrows.
The shield around elven cultist crumbles.
StrzelamZDaleka hits elven cultist for 284 physical, 10 blight damage (total 293.67).
StrzelamZDaleka hits elven cultist for 286 physical damage.
StrzelamZDaleka killed elven cultist!
StrzelamZDaleka stops burning.
Elven cultist hits StrzelamZDaleka for 50 blight damage.
Elven warrior uses Block.
Elven blood mage casts Blood Spray.
StrzelamZDaleka tries to evade attacks.
Elven blood mage hits StrzelamZDaleka for 107 blight damage.
StrzelamZDaleka uses Steady Shot.
StrzelamZDaleka uses Steady Shot.
StrzelamZDaleka hits elven blood mage for 301 physical, 10 blight damage (total 310.23).
Talent Volley of Arrows is ready to use.
Saving game...
