Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 30 / 23% |
Size | medium |
Lifes / Deaths | Killed by Emarawyn the large brown snake at level 8 on the 22nd Dusk 122nd year of Ascendancy at 12:31 0 / 6Killed by ultimate gwelgoroth at level 15 on the 9th Haze 122nd year of Ascendancy at 13:17 Killed by Bethygalaith the minotaur at level 19 on the 20th Regrowth 123rd year of Ascendancy at 09:18 Killed by cold drake at level 26 on the 1st Time of Balance 123rd year of Ascendancy at 05:55 Killed by Urkis, the High Tempest at level 27 on the 9th Pyre 123rd year of Ascendancy at 01:06 Killed by Bethurin the luminous horror at level 28 on the 10th Pyre 123rd year of Ascendancy at 18:24 |
Primary Stats
Strength | 12 (base 12) |
Dexterity | 69 (base 58) |
Constitution | 15 (base 12) |
Magic | 16 (base 10) |
Willpower | 27 (base 10) |
Cunning | 78 (base 60) |
Resources
Life | 834/834 |
Mana | 239/359 |
Stamina | 235/250 |
Healing Factor | 1.0405405405406 |
Regeneration | 0.26013513513515 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 7 |
See Stealth | 57.123448791434 |
See Invisible | 60.123448791434 |
Offense: Mainhand
Damage | 88 |
Accuracy | 66 |
Crit Chance | 63% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 54 |
Accuracy | 66 |
Crit Chance | 64% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 26 (64.692942254812%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 30 |
Mental Save | 66 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Bleed Resistance | 10% |
Confusion Resistance | 10% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 9 turns. While Heroism is active, you will only die when reaching -213 life. 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 343 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Effects
talent | Apply Poison |
talent | Trained Reactions |
talent | Chant of Fortitude |
talent | Lacerating Strikes |
talent | Numbing Poison |
beneficial effect | Parrying melee and ranged attacks: Has a 38% chance to deflect up to 20 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | Increases maximum life and stamina by 20%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+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 talent Device Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by great wolf. Escort: repented thief (level 3 of Norgos Lair) | failed |
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 |
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: 97. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed ice wyrm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Gloombone the pair of hardened leather boots (0 def, 3 armour) Gloombone the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +2 Wil / +10 Lck Changes resistances: +6% darkness Stealth bonus: +6 Mental save: +45 (+11 eff.) Maximum hate: +4.00 A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+3 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 45 power out of 60/60) : Effective talent level: 1.0 Power cost: 45 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 14 power out of 35/35) : Effective talent level: 2.6 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | copper ring 'Bethidath' copper ring 'Bethidath'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom * 20% chance to disease Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +3 Dex / +3 Wil / +1 Cun Changes resistances: +20% blight Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around waist | noble's hardened leather belt of burglary noble's hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +3 Cun / +5 Lck Reduced damage from: +18% Summoned Trap disarming bonus: +19 Stealth bonus: +8 Infravision radius: +5 A belt that goes around your waist. |
In main hand | Boruhir (132% power, 9 apr) Boruhir (132% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 133% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 15 bleeding, 57% reduced healing * wounds the target for 7 turns: 15 bleeding, 57% reduced healing When wielded/worn: Armour penetration: +7 Physical crit. chance: +23.0% Physical power: +19 (+6 eff.) Changes resistances: +3% temporal Critical mult.: +12.00% Reduces incoming crit damage: 10.00% Blindness immunity: +15% Disease immunity: +5% Cut immunity: +10% Sharp, short and deadly. |
On hands | heroic hardened leather gloves of magic (+2) (0 def, 6 armour) heroic hardened leather gloves of magic (+2) (0 def, 6 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +2 Mag Changes damage: +6% arcane Mental save: +8 (+2 eff.) Maximum life: +40.00 When used to modify unarmed attacks: Power: 121% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +4 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Damage (Melee): +7 arcane Burst (radius 2) on crit: +8 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 45% Cun, 45% Dex, 10% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 6 power out of 10/10) : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 62.03 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Cloak | Bethirin the Starwaker (15 def, 0 armour) Bethirin the Starwaker (15 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 12 light Changes stats: +2 Wil Changes resistances: +35% light / +28% fire Stealth bonus: +15 Mental save: +7 (+1 eff.) Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Yvybrevea the hardened leather armour (11 def, 11 armour) Yvybrevea the hardened leather armour (11 def, 11 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+3 eff.) Fatigue: +8% Changes stats: +3 Cun Changes resistances: +12% blight Reduces incoming crit damage: 10.00% Spell save: +12 (+6 eff.) Mental save: +13 (+3 eff.) Teleport immunity: +10% Infravision radius: +2 See invisible: +3 A suit of armour made of leather. |
Inventory
heroism infusion of the titan (+8 for 9 turns, die at -320) heroism infusion of the titan (+8 for 9 turns, die at -320)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: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 9 turns. While Heroism is active, you will only die when reaching -320 life. 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (633% speed; 4 turns) movement infusion of the duelist (633% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 633% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (523% speed; 4 turns) movement infusion of the duelist (523% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (819% speed; 6 turns) movement infusion of the sneak (819% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 819% 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. 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. |
movement infusion of the sneak (713% speed; 5 turns) movement infusion of the sneak (713% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 713% 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. |
movement infusion of the titan (442% speed; 4 turns) movement infusion of the titan (442% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 442% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 315 over 5 turns) regeneration infusion of the duelist (heal 315 over 5 turns)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 315 life over 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. |
regeneration infusion of the duelist (heal 295 over 5 turns) regeneration infusion of the duelist (heal 295 over 5 turns)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 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. |
regeneration infusion of the sneak (heal 363 over 5 turns) regeneration infusion of the sneak (heal 363 over 5 turns)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 363 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 30%; cure mental) wild infusion of the duelist (resist 30%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 18%; cure physical) wild infusion of the duelist (resist 18%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 13%; cure physical) wild infusion of the psychic (resist 13%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 13% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
wild infusion of the warrior (resist 18%; cure physical) wild infusion of the warrior (resist 18%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (resist 13%; cure magical, mental) wild infusion of the wizard (resist 13%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 7; power 24; dur 4) phase door rune of the psychic (range 7; power 24; dur 4)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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Willpower 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. |
phase door rune of the sneak (range 11; power 31; dur 3) phase door rune of the sneak (range 11; power 31; dur 3)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. 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. |
shielding rune of the sneak (absorb 382 for 5 turns) shielding rune of the sneak (absorb 382 for 5 turns)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 382 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. |
shielding rune of the sneak (absorb 346 for 4 turns) shielding rune of the sneak (absorb 346 for 4 turns)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 346 damage for 4 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 90) teleportation rune of the duelist (range 90)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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 90 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. |
teleportation rune of the titan (range 56) teleportation rune of the titan (range 56)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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 56 with a minimum range of 15. 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. |
teleportation rune of the warrior (range 55) teleportation rune of the warrior (range 55)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. 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. |
copper amulet of dexterity (+2) copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. |
stabilizing gold amulet of magic (+2) stabilizing gold amulet of magic (+2)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +18% temporal Pinning immunity: +24% Knockback immunity: +25% Amulets can have magical properties. |
stabilizing steel amulet of willpower (+3) stabilizing steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% temporal Pinning immunity: +22% Knockback immunity: +22% Amulets can have magical properties. |
starlit gold amulet of healing starlit gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +20% light / +16% darkness Blindness immunity: +23% Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 258 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warrior's steel amulet of mastery (0.10 Cunning / Dirty fighting) warrior's steel amulet of mastery (0.10 Cunning / Dirty fighting)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Talent mastery: +0.10 Cunning / Dirty fighting Stamina each turn: +0.40 Amulets can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 22 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
conjurer's steel ring conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +6 (+5 eff.) Rings can have magical properties. |
gladiator's copper ring of pilfering gladiator's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.6 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
warrior's copper ring of sensing warrior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Blindness immunity: +20% Infravision radius: +4 See stealth: +6 See invisible: +8 Rings can have magical properties. |
wizard's gold ring of light (+24%) wizard's gold ring of light (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +24% light Changes damage: +12% light Spell save: +8 (+4 eff.) Rings can have magical properties. |
Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Star (129% power, 20 apr) Star (129% power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 129% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
arcing stralite dagger of vileness (135% power, 9 apr) arcing stralite dagger of vileness (135% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 135% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 11% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +4 lightning / +7 blight Sharp, short and deadly. |
Brandsever (1 def, 0 armour) Brandsever (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +1 (+0 eff.) Fatigue: -5% Changes stats: +3 Wil Changes resistances penetration: +25% fire Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.08 Maximum life: +42.00 Maximum stamina: +12.00 Mindpower: +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+5 eff.) It can be used to activate talent Stone Wall (costing 45 power out of 60/60) : Effective talent level: 1.0 Power cost: 45 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 43.60 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
regal cashmere cloak of the Shaloren (2 def, 0 armour) regal cashmere cloak of the Shaloren (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +5 Wil Mental save: +7 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
49 alchemist agate 49 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 60 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Demonpeal the alchemist's lamp Demonpeal the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 light Changes resistances penetration: +5% darkness Changes damage: +18% darkness Mental save: +8 (+2 eff.) Light radius: +3 See stealth: +7 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 132.30 darkness damage (based on Mindpower and charge), costing 8 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 152 power out of 357/400. 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 14 power out of 35/35) : Effective talent level: 3.0 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 53 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Glorenor the Phoenixshear [power 1] (8 cooldown) Glorenor the Phoenixshear [power 1] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Fatigue: -12% Changes stats: +4 Str / +2 Dex / +2 Cun Changes resistances penetration: +10% fire It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 2 stamina. 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 23 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Anilbini the Cornac Rogue level 28
9th Pyre 123rd year of Ascendancy at 23:13 see stats
By Anilbini the Cornac Rogue level 14
3rd Haze 122nd year of Ascendancy at 09:05 see stats
By Anilbini the Cornac Rogue level 20
41st Regrowth 123rd year of Ascendancy at 05:07 see stats
By Anilbini the Cornac Rogue level 27
9th Pyre 123rd year of Ascendancy at 02:56 see stats
By Anilbini the Cornac Rogue level 22
45th Regrowth 123rd year of Ascendancy at 03:08 see stats
By Anilbini the Cornac Rogue level 10
24th Dusk 122nd year of Ascendancy at 01:41 see stats
By Anilbini the Cornac Rogue level 20
35th Regrowth 123rd year of Ascendancy at 01:35 see stats
By Anilbini the Cornac Rogue level 30
34th Pyre 123rd year of Ascendancy at 07:53 see stats
By Anilbini the Cornac Rogue level 13
51st Dusk 122nd year of Ascendancy at 12:06 see stats
By Anilbini the Cornac Rogue level 8
4th Dusk 122nd year of Ascendancy at 11:58 see stats
By Anilbini the Cornac Rogue level 20
35th Regrowth 123rd year of Ascendancy at 20:30 see stats
By Anilbini the Cornac Rogue level 13
58th Dusk 122nd year of Ascendancy at 23:30 see stats
By Anilbini the Cornac Rogue level 29
31st Pyre 123rd year of Ascendancy at 23:49 see stats
By Anilbini the Cornac Rogue level 19
20th Regrowth 123rd year of Ascendancy at 17:40 see stats
Log
Talent Stealth is ready to use.
Bleeding from Anilbini hits Training Dummy for 23 physical damage.
Anilbini strikes at a vital spot on Training Dummy!
Anilbini performs a melee critical strike against Training Dummy!
Training Dummy is poisoned!
Anilbini performs a melee critical strike against Training Dummy!
Anilbini hits Training Dummy for 152 physical, 7 arcane, 1 physical, 8 arcane, 161 physical, 7 arcane, 1 physical, 8 arcane (347 total damage).
Training Dummy is free from the illness.
Deadly Poison from Anilbini hits Training Dummy for 20 nature damage.
Bleeding from Anilbini hits Training Dummy for 47 physical damage.
Anilbini strikes Training Dummy with hidden blades!
Anilbini performs a melee critical strike against Training Dummy!
Anilbini uses Battle Shout.
Anilbini performs a melee critical strike against Training Dummy!
Training Dummy is cut deeply.
Anilbini performs a melee critical strike against Training Dummy!
Training Dummy is afflicted by a crippling illness!
Anilbini hits Training Dummy for 86 physical, 7 arcane, 1 physical, 8 arcane, 181 physical, 1 physical, 56 darkness, 54 physical, 1 physical (397 total damage).
Talent Master Artificer is ready to use.
Deadly Poison from Anilbini hits Training Dummy for 55 nature damage.
Bleeding from Anilbini hits Training Dummy for 50 physical damage.
Deep Wound from Anilbini hits Training Dummy for 15 physical damage.
Anilbini deactivates Lacerating Strikes.
Anilbini deactivates Trained Reactions.
Anilbini deactivates Chant of Fortitude.
Anilbini deactivates Numbing Poison.
Anilbini deactivates Apply Poison.