Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Items Vault 1.2.0Donators/Buyers bonus! Mauler 1.2.3A Mauler is a warrior that wields dual one handed weapons. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Halfling |
Class | Archer |
Level / Exp | 39 / 42% |
Size | small |
Lifes / Deaths | Killed by skeleton warrior at level 1 on the 75th Pyre 122nd year of Ascendancy at 14:01 0 / 3Killed by orc corruptor at level 39 on the 44th Haze 123rd year of Ascendancy at 02:00 Killed by orc high pyromancer at level 39 on the 46th Haze 123rd year of Ascendancy at 15:24 |
Primary Stats
Strength | 114 (base 51) |
Dexterity | 125 (base 60) |
Constitution | 65 (base 45) |
Magic | 15 (base 7) |
Willpower | 54 (base 13) |
Cunning | 76 (base 35) |
Resources
Life | -29/1065 |
Stamina | 266/294 |
Healing Factor | 1 |
Regeneration | 6.7480345810186 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 14 |
Lite | 9 |
Infravision | 32 |
See Stealth | 8 |
See Invisible | 38 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 263 |
Accuracy | 87 |
Crit Chance | 81% |
APR | 65 |
Speed | 0.80 |
Offense: Spell
Spellpower | 33.5 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 54.066666666667 |
Crit Chance | 54% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 69.2 (100%) |
Defense | 48.816666666667 |
Ranged Defense | 55.483333333333 |
Fatigue | 23 |
Physical Save | 51.641666666667 |
Spell Save | 47.308333333333 |
Mental Save | 43.258333333333 |
Defense: Resistances
All | + 38%( 70%) |
Defense: Immunities
Disarm Resistance | 30% |
Stun Resistance | 73% |
Blind Resistance | 80% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 31% for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 147.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 57. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 638 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 145 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 646% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Archery - bows | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 0.90 |
| 4/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Technique / Archery excellence | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Archery - slings | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Survival | 1.20 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Intuitive Shots |
detrimental effect | The target is on fire, taking 78.49 fire damage per turn. Burning |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 15. Militant Mind |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 41.23 nature damage per turn. Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost sun paladin from death by Emelulle the stone troll. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
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 Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +1. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Cunning 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 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 338. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 44 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | Shimmerwrecker the quiver of dragonbone arrows (253/255, 88-123.2 power, 50 apr) Shimmerwrecker the quiver of dragonbone arrows (253/255, 88-123.2 power, 50 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 88.0 - 123.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +50 Physical crit. chance: +3.0% Capacity: 255 Turns elapse between self-loadings: -5 On weapon hit: * 47% chance to daze Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +4 lightning Arrows are used with bows to pierce your foes to death. |
Light source | nightwalker's alchemist's lamp of clarity nightwalker's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 Changes stats: +4 Wil Critical mult.: +13.00% Mental save: +7 Light radius: +3 See stealth: +8 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Dextrous (8 def, 13 armour) Dextrous (8 def, 13 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +8 Fatigue: +5% Damage when hit (Melee): 8 darkness Changes stats: +8 Str / +27 Dex / +3 Con Changes resistances: +48% darkness / +7% all Changes resistances penetration: +15% darkness Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Physical save: +15 Light radius: +3 Infravision radius: +13 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | I'm feeling Strong today (dig speed 12 turns) I'm feeling Strong today (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +30.0% Physical power: +14 Fatigue: -10% Changes stats: +28 Str / +6 Dex / +19 Wil / +5 Con Changes resistances: +6% blight Changes resistances penetration: +5% blight Changes damage: +6% light / +6% physical Mental crit. chance: +30% Light radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | rogue's gold ring of pilfering rogue's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Armour penetration: +9 Defense: +22 Changes stats: +5 Cun Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Armyran the voratun ring Armyran the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 Fatigue: -10% Changes stats: +5 Str / +3 Dex / +8 Mag / +7 Wil / +14 Cun / +2 Con Changes resistances: +40% darkness Changes damage: +20% darkness Maximum encumbrance: +40 Life regen: +0.40 Spellpower: +11 Mindpower: +15 Rings can have magical properties. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 27 power out of 30/30) : Effective talent level: 4.8 Power cost: 27 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 37% chance to completely evade them and granting you 53 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | Always Steady Always SteadyRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +31 nature Burst (radius 1) on hit: +6 lightning When wielded/worn: Accuracy: +24 Physical crit. chance: +15.0% Changes stats: +12 Str / +10 Dex / +2 Wil Changes resistances: +19% all Changes resistances penetration: +5% lightning / +15% fire / +43% physical Changes damage: +12% mind / +40% physical Talent cooldown: Steady Shot (-2 turns) Stamina each turn: +0.60 Mindpower: +4 Longbows are used to shoot arrows at your foes. |
On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Main armor | Shaderain the voratun plate armour (9 def, 16 armour) Shaderain the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Effects on melee hit: * 45% chance to inflict damage reduction * 10% chance to disease Damage when hit (Melee): 8 blight / 20 physical / 14 light / 4 darkness Changes stats: +6 Str / +5 Wil / +6 Con Changes resistances: +15% acid / +15% physical / +23% darkness / +23% blight / +45% cold / +15% fire / +15% lightning Changes resistances penetration: +5% mind Changes damage: +3% mind Talent cooldown: Rush (-5 turns) Disarm immunity: +30% Stun/Freeze immunity: +30% Knockback immunity: +40% Light radius: +2 A suit of armour made of metal plates. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 53 power out of 60/60) : Effective talent level: 1.2 Power cost: 53 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 110.87 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | Never Blind Never BlindInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +6 Physical crit. chance: +6.0% Changes stats: +1 Dex / +3 Wil / +3 Cun Changes resistances: +29% lightning Changes resistances penetration: +5% fire Changes damage: +6% blight / +3% fire Critical mult.: +18.00% Blindness immunity: +80% Stun/Freeze immunity: +43% Infravision radius: +19 Sight radius: +4 See invisible: +28 Amulets can have magical properties. |
Inventory
heroism infusion of the warrior (+21 for 11 turns, die at -831) heroism infusion of the warrior (+21 for 11 turns, die at -831)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: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -831 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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 of the sneak (675% speed; 5 turns) movement infusion of the sneak (675% speed; 5 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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 675% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. 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 ability. |
Rune of the Rift (366.00 temporal damage, removed from time 4 turns) Rune of the Rift (366.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 366.00 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. 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. |
phase door rune of the warrior (range 17; power 57; dur 6) phase door rune of the warrior (range 17; power 57; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 57%, your defense is increased by 57 and all your resistances by 57%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 538 for 5 turns) shielding rune of the sneak (absorb 538 for 5 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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 538 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 155) teleportation rune of the duelist (range 155)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 155 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Eilinevena EilinevenaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances: +9% blight Life regen: +0.40 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
Good Amulet Good AmuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 15% chance to corrode armor Changes stats: +10 Str Changes resistances: +3% fire / +30% temporal / +12% light / +9% darkness Changes damage: +3% fire Spell save: +12 Blindness immunity: +40% Pinning immunity: +50% Knockback immunity: +44% Life regen: +3.90 Infravision radius: +9 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
archmage's gold amulet of murder archmage's gold amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +5 Physical crit. chance: +3.0% Changes stats: +3 Mag Changes damage: +6% acid / +5% fire / +6% lightning / +6% cold Critical mult.: +11.00% Spellpower: +4 Spell crit. chance: +4% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
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 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. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Life Drinker (42-54.6 power, 11 apr)Life Drinker (42-54.6 power, 11 apr) Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 35 power out of 50/50) : Effective talent level: 2.0 Power cost: 35 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 7.46 acid and 7.19 blight damage. If not cleared after five turns it will inflict 129.63 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun greatspear of sweeping (60-96 power, 10 apr)warbringer's voratun greatspear of sweeping (60-96 power, 10 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatspear ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 83% Thrust Range: 2 When wielded/worn: Physical power: +15 Changes stats: +6 Con Changes resistances penetration: +6% physical Disarm immunity: +27% * Grants [Sweeping Blows] Talent A heavy spear. |
thaloren elven-wood longbow of true flight thaloren elven-wood longbow of true flightRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +9 Physical crit. chance: +13.0% Changes damage: +12% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. balanced dragonbone club of the leech (45.5-63.7 power, 6 apr)balanced dragonbone club of the leech (45.5-63.7 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 18% * leeches stamina from the target When wielded/worn: Accuracy: +9 Defense: +12 Damage when hit (Melee): 11 nature slow Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. caller's living mindstar of balance (17-18.7 power, 40 apr, nature damage)caller's living mindstar of balance (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +7% acid / +6% fire / +6% physical / +6% cold Changes damage: +11% acid / +5% fire / +9% physical / +9% cold Physical save: +5 Spell save: +6 Mental save: +6 Equilibrium when hit: +1.20 Mindpower: +5 Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. chilling voratun rapier of massacre (50.5-65.65 power, 6 apr)chilling voratun rapier of massacre (50.5-65.65 power, 6 apr) Requires: - Strength 38 - Dexterity 38 Powered by arcane forces Crafted by a master 2.50 Encumbrance. Type: weapon / rapier ; tier 5 Base power: 50.5 - 65.7 Uses stats: 40% Dex, 40% Cun, 40% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +25 cold A light sword. |
This item will automatically be transmogrified when you leave the level. drakeskin leather slingdrakeskin leather sling Requires: - Dexterity 48 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Sceptre of the Archlich (40-48 power, 12 apr, physical element)Sceptre of the Archlich (40-48 power, 12 apr, physical element) Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
This item will automatically be transmogrified when you leave the level. inquisitor's voratun waraxe of erosion (40-56 power, 6 apr)inquisitor's voratun waraxe of erosion (40-56 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +5 temporal / +14 nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe of corruption (39.5-55.3 power, 6 apr)voratun waraxe of corruption (39.5-55.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 18% chance to inflict damage reduction * 20% chance to curse the target One-handed war axes. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun waraxe (41.5-58.1 power, 6 apr)warbringer's voratun waraxe (41.5-58.1 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Physical power: +12 Changes stats: +4 Con Changes resistances penetration: +10% physical Disarm immunity: +30% One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (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 Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 Spell save: +10 Mindpower: +10 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. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots of massiveness (0 def, 5 armour)pair of drakeskin leather boots of massiveness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +6 Con Changes damage: +8% physical Size category: +1 Activating this item is instant. It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. corrosive drakeskin leather gloves of archery (0 def, 3 armour)corrosive drakeskin leather gloves of archery (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 Armour penetration: +11 Armour: +3 Damage (Melee): 7 acid Changes stats: +4 Cun / +5 Dex Changes resistances: +7% acid Changes damage: +10% acid It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 4.5 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Description: A steady shot, doing 214% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding hardened leather cap of the depths (0 def, 3 armour) grounding hardened leather cap of the depths (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% lightning / +7% temporal / +10% cold Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. caller's drakeskin leather armour of clarity (5 def, 8 armour)caller's drakeskin leather armour of clarity (5 def, 8 armour) Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 Fatigue: +8% Changes resistances: +9% physical / +8% fire / +8% cold / +6% nature / +8% mind Mental save: +12 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of the wind (12 def, 7 armour)reinforced leather armour of the wind (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Armour: +7 Defense: +12 Fatigue: +8% Stamina each turn: +1.30 Chance to avoid any damage: +4% It can be used to activate talent Second Wind, placing all other charms into a 31 cooldown : Effective talent level: 4.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
Lots of Pain (49/59, 65-91 power, 30 apr) Lots of Pain (49/59, 65-91 power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 65.0 - 91.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +17.0% Capacity: 59 Turns elapse between self-loadings: 2 On weapon hit: * Slows global speed by 47% * 20 arcane resource burn * 20% chance to blind On weapon crit: * cripple the target Damage (Ranged): +20 bleed / +16 mind / +20 cold Burst (radius 1) on hit: +8 light Arrows are used with bows to pierce your foes to death. |
131 alchemist agate 131 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 Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
Scaldblur (dig speed 16 turns) Scaldblur (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +2 Str Changes resistances penetration: +5% blight Mana each turn: +0.12 Maximum life: +25.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 25 turns) sapper's dwarven-steel pickaxe (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +3 Changes stats: +3 Cun / +2 Str Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 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. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
72 alchemist bloodstone 72 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
4 garnet 4 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. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 176 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), costing 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. |
iron torque of psychoportation [power 21] (27 cooldown) iron torque of psychoportation [power 21] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 21), placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Airfoe [power 112] (26 cooldown)Airfoe [power 112] (26 cooldown) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +9% lightning Changes resistances penetration: +15% lightning Changes damage: +9% blight / +3% lightning Talent granted: +3 Strike It can be used to try to disarm traps in a line (disarm power 112), placing all other charms into a 26 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. overpowered dragonbone wand of conjuration [power 715] (14 cooldown)overpowered dragonbone wand of conjuration [power 715] (14 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element (dam 357-715), placing all other charms into a 14 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 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. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
By From Afar the Halfling Archer level 30
16th Dusk 123rd year of Ascendancy at 01:13 see stats
By From Afar the Halfling Archer level 25
62nd Pyre 123rd year of Ascendancy at 06:28 see stats
By From Afar the Halfling Archer level 33
36th Dusk 123rd year of Ascendancy at 16:41 see stats
By From Afar the Halfling Archer level 39
37th Haze 123rd year of Ascendancy at 14:21 see stats
By From Afar the Halfling Archer level 32
32nd Dusk 123rd year of Ascendancy at 16:21 see stats
By From Afar the Halfling Archer level 26
73rd Pyre 123rd year of Ascendancy at 20:43 see stats
By From Afar the Halfling Archer level 12
40th Dusk 122nd year of Ascendancy at 04:05 see stats
By From Afar the Halfling Archer level 31
26th Dusk 123rd year of Ascendancy at 23:26 see stats
By From Afar the Halfling Archer level 34
59th Dusk 123rd year of Ascendancy at 08:17 see stats
By From Afar the Halfling Archer level 17
10th Allure 123rd year of Ascendancy at 10:05 see stats
By From Afar the Halfling Archer level 24
38th Pyre 123rd year of Ascendancy at 03:48 see stats
By From Afar the Halfling Archer level 28
1st Summertide 123rd year of Ascendancy at 06:00 see stats
By From Afar the Halfling Archer level 19
32nd Regrowth 123rd year of Ascendancy at 09:45 see stats
By From Afar the Halfling Archer level 10
11st Dusk 122nd year of Ascendancy at 11:49 see stats
By From Afar the Halfling Archer level 20
39th Regrowth 123rd year of Ascendancy at 13:54 see stats
By From Afar the Halfling Archer level 30
14th Dusk 123rd year of Ascendancy at 05:36 see stats
By From Afar the Halfling Archer level 27
8th Mirth 123rd year of Ascendancy at 13:38 see stats
By From Afar the Halfling Archer level 13
26th Haze 122nd year of Ascendancy at 22:44 see stats
By From Afar the Halfling Archer level 25
55th Pyre 123rd year of Ascendancy at 14:05 see stats
By From Afar the Halfling Archer level 30
20th Dusk 123rd year of Ascendancy at 22:16 see stats
By From Afar the Halfling Archer level 20
39th Regrowth 123rd year of Ascendancy at 23:17 see stats
By From Afar the Halfling Archer level 32
27th Dusk 123rd year of Ascendancy at 08:54 see stats
By From Afar the Halfling Archer level 7
4th Flare 122nd year of Ascendancy at 02:04 see stats
By From Afar the Halfling Archer level 20
60th Regrowth 123rd year of Ascendancy at 17:40 see stats
By From Afar the Halfling Archer level 34
66th Dusk 123rd year of Ascendancy at 20:28 see stats
By From Afar the Halfling Archer level 12
30th Dusk 122nd year of Ascendancy at 07:11 see stats
By From Afar the Halfling Archer level 34
59th Dusk 123rd year of Ascendancy at 05:01 see stats
By From Afar the Halfling Archer level 20
60th Regrowth 123rd year of Ascendancy at 00:38 see stats
By From Afar the Halfling Archer level 27
76th Pyre 123rd year of Ascendancy at 17:53 see stats
By From Afar the Halfling Archer level 19
32nd Regrowth 123rd year of Ascendancy at 09:55 see stats
By From Afar the Halfling Archer level 29
14th Dusk 123rd year of Ascendancy at 05:36 see stats
Log
Poison from Orc master assassin hits From Afar for 27 nature damage.
Burning from Orc high pyromancer hits From Afar for 27 fire damage.
Orc high pyromancer's cleansing fire area effect hits From Afar for 21 fire damage.
Orc high pyromancer's cleansing fire area effect hits Orc pyromancer for 35 fire damage.
Orc high pyromancer's cleansing fire area effect hits From Afar for 21 fire damage.
Orc high pyromancer's cleansing fire area effect hits From Afar for 21 fire damage.
From Afar stops regenerating health quickly.
Poison from Orc master assassin hits From Afar for 27 nature damage.
Burning from Orc high pyromancer hits From Afar for 27 fire damage.
Orc high pyromancer casts Phase Door.
From Afar deflects the projectile from Something to the east!
Orc high pyromancer's cleansing fire area effect hits From Afar for 21 fire damage.
Orc high pyromancer's cleansing fire area effect hits From Afar for 21 fire damage.
Orc high pyromancer's cleansing fire area effect hits From Afar for 21 fire damage.
Orc high pyromancer casts Flame.
Burning from Orc high pyromancer hits From Afar for 46 fire damage.
Poison from Orc master assassin hits From Afar for 27 nature damage.
Orc high pyromancer hits From Afar for 65 fire damage.
From Afar uses Volley of Arrows.
From Afar performs a ranged critical strike against Orc high pyromancer!
You collect a new ingredient: orc heart.
Orc high pyromancer's cleansing fire area effect hits From Afar for 21 fire damage.
Orc high pyromancer's cleansing fire area effect hits From Afar for 21 fire damage.
From Afar's Volley of Arrows hits Orc high pyromancer for 1129 physical damage.
Orc pyromancer casts Phase Door.
From Afar's Volley of Arrows killed Orc high pyromancer!
Saving game...