
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Shadowblade |
| Level / Exp | 34 / 91% |
| Size | small |
| Lifes / Deaths | Killed by aether beam at level 13 on the 31st Haze 122nd year of Ascendancy at 04:23 2 / 4Killed by Erthrinhro the shalore at level 20 on the 2nd Wintertide 124th year of Ascendancy at 15:20 Killed by Gloryssra the elven cultist at level 25 on the 24th Regrowth 124th year of Ascendancy at 15:04 Killed by Celia at level 27 on the 2nd Mirth 124th year of Ascendancy at 00:45 |
Primary Stats
| Strength | 23 (base 13) |
| Dexterity | 60 (base 30) |
| Constitution | 56 (base 34) |
| Magic | 48 (base 36) |
| Willpower | 41 (base 15) |
| Cunning | 82 (base 50) |
Resources
| Mana | 273/273 |
| Psi | 131/131 |
| Vim | 220/232 |
| Life | 1181/1181 |
| Positive | 129/129 |
| Stamina | 216/246 |
| Healing Factor | 1.8800460901466 |
| Regeneration | 63.210782009515 |
Speed
| Mental | +18.24582049534% |
| Attack | 0% |
| Movement | +35% |
| Spell | +18.24582049534% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -992 |
| Infravision | 8 |
| See Stealth | 50.444544830989 |
| See Invisible | 64.444544830989 |
| Stealth | 61 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 65 |
| Crit Chance | 47% |
| APR | 19 |
| Speed | 0.85 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 65 |
| Crit Chance | 47% |
| APR | 19 |
| Speed | 0.85 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 30% |
| Speed | 0.84569585276751 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +35% |
| Lightning | +26% |
| Light | +9% |
| Nature | +29% |
| Blight | +21% |
| Physical | +18% |
| Cold | +27% |
| All | +9% |
Offense: Damage Penetration
| Darkness | +35% |
| Temporal | +20% |
| Physical | +25% |
| Arcane | +10% |
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (44.574340358689%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 34 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 28%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 43%( 70%) |
| Physical | + 15%( 70%) |
| Darkness | + 44%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Confusion Resistance | 13% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Its effects scale with your Dexterity 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 425 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (85% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Phantasmal Shield |
| talent | Shadow Feed |
| talent | Shadow Combat |
| talent | Stealth |
| talent | Premonition |
| talent | Chant of Fortitude |
| talent | Trained Reactions |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.2 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Parrying melee and ranged attacks: Has a 42% chance to deflect up to 21 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
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 |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)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 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by skeleton archer. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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: 314. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. 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 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 17 power out of 20/20) : Effective talent level: 3.6 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | deadly pouch of voratun shots of vileness (21/21, 60-73 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 60.5 - 72.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 21% chance to reduce strength, dexterity, and constitution by 25 Damage (Ranged): +12 blight Shots are used with slings to pummel your foes to death. |
| Light source | Frigidwing the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% darkness / +12% cold Changes resistances penetration: +20% darkness / +25% cold Changes damage: +18% cold Blindness immunity: +26% Confusion immunity: +13% Light radius: +7 See stealth: +9 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. 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 | werebeast's drakeskin leather cap (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +7 Dex / +5 Cun / +4 Con A cap made of leather. |
| On hands | umbral drakeskin leather gloves of regeneration (0 def, 3 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 11 darkness Changes resistances: +8% darkness Changes damage: +6% darkness Life regen: +2.80 Stamina each turn: +0.70 Psi each turn: +0.22 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | gold onyx ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Life regen: +5.00 Maximum life: +51.00 Healing mod.: +13% Rings make your fingers look great! |
| On fingers | gold onyx ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Fatigue: -7% Changes stats: +5 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +28% lightning Changes resistances penetration: +15% physical Changes damage: +17% lightning / +9% physical / +5% all Maximum encumbrance: +26 Physical save: +6 (+3 eff.) Spellpower: +13 (+5 eff.) Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | flaming voratun dagger of vileness (38-49 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): +14 blight Damage (radius 1) on hit: +5 fire Sharp, short and deadly. |
| Around waist | hardened leather belt 'Yvamitha'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +6 Dex / +3 Mag / +7 Cun / +5 Con / +7 Lck Changes resistances: +5% arcane / +6% blight Changes damage: +12% blight Trap disarming bonus: +18 Stealth bonus: +8 Infravision radius: +5 See invisible: +15 A belt that goes around your waist. |
| In off hand | truestriking voratun dagger of crippling (39-51 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Changes resistances penetration: +10% physical Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Emenn' (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Damage when hit (Melee): 6 blight Changes stats: +4 Cun / +3 Wil Changes resistances: +7% acid / +21% darkness / +8% fire / +8% lightning / +8% cold Changes resistances penetration: +15% darkness Changes damage: +20% darkness Critical mult.: +10.00% Stealth bonus: +21 Maximum mana: +40.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Hellspanic' (20 def, 8 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 6 temporal / 4 fire Changes stats: +7 Cun / +7 Wil Changes resistances: +5% arcane Changes resistances penetration: +10% arcane / +20% temporal Mental save: +21 (+7 eff.) Life regen: +15.40 Stamina each turn: +1.10 Maximum life: +80.00 Healing mod.: +19% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% A suit of armour made of leather. This item has been sent to the Item's Vault. |
Inventory
ethereal rune of the psychic (power 21; resist 26%; move 33%; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 26% all resistance, you move 33% faster, and you are invisible (power 21). 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 spell talent. |
shatter afflictions rune of the duelist (absorb 96; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 96 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 spell talent. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical Talent mastery: +0.00(-) Technique / Battle tactics A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+11 eff.) Confusion immunity: -100% Mindpower: +8 (+3 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 31 power out of 36/36) : Effective talent level: 4.0 Power cost: 31 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (149). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
steel amulet 'Isiba' =Special Resist=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +6% lightning / +15% temporal / +18% light / +16% darkness Changes damage: +6% blight Blindness immunity: +30% Disarm immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Mana when firing critical spell: +2.00 Spellpower: +20 (+7 eff.) Amulets make your neck look great! |
warmaker's gold amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +7 Dex / +6 Wil Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 301 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Bloodcaller =Vamp=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Boltrazor the steel ring =Regen=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +3% lightning / +9% nature / +12% light / +6% blight Changes resistances penetration: +20% lightning Changes damage: +6% nature Spell save: +6 (+3 eff.) Stun/Freeze immunity: +25% Life regen: +3.00 Rings make your fingers look great! |
Elemental Fury =Interesting=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Forestpeal the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Dex / +7 Wil Changes resistances: +12% nature Changes damage: +9% nature Maximum encumbrance: +24 See invisible: +9 Rings make your fingers look great! |
Inertial Twine =Anti-KB=Crafted 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 (+6 eff.) 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. |
Nightsong =Flashstep=Infused 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: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 2.6 Power cost: 43 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption =Cold Resist=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.05 cold and 15.84 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wretchkarma the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 56% Changes stats: +5 Cun Changes resistances: +12% nature Changes resistances penetration: +20% arcane Changes damage: +9% nature Psi when hit: +0.20 Mindpower: +20 (+7 eff.) Rings make your fingers look great! |
Yaregadunahell =Crit=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +30 (+8 eff.) Physical crit. chance: +6.0% Physical power: +13 (+4 eff.) Changes stats: +2 Con Changes resistances penetration: +10% temporal Stamina each turn: +3.00 Maximum stamina: +30.00 Spellpower: +11 (+4 eff.) Mindpower: +12 (+4 eff.) Rings make your fingers look great! |
conjurer's gold ring of power =Power=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +6 Mag / +6 Wil Spellpower: +15 (+5 eff.) Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +6 Cun / +8 Dex Life regen: +14.00 Maximum life: +63.00 Healing mod.: +12% Rings make your fingers look great! |
steel opal ring =Fire Resist=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 acid / 2 temporal Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +12% acid / +50% fire Changes damage: +6% acid / +25% fire Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
Shadenigh (40-51 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 5). On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +12 darkness / +12 cold Damage (radius 1) on hit: +12 fire When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +6% fire Changes damage: +9% darkness Sharp, short and deadly. This item has been sent to the Item's Vault. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+7 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 850 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Blastrot the drakeskin leather belt =Size=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +6% acid / +9% light / +9% lightning Changes resistances penetration: +20% lightning / +25% acid Changes damage: +18% lightning Physical save: +15 (+8 eff.) Light radius: +3 Size category: +1 A belt that goes around your waist. |
Mighty Girdle =Encumbrance=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of unlife =Undead=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Firewalker (15 def, 2 armour) =Fire Resist=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+4 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+4 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Xerora (0 def, 0 armour) =ResistAll=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Mag / +8 Wil / +2 Cun / +5 Con Changes resistances: +15% lightning / +15% cold / +9% darkness / +15% all Changes damage: +20% lightning / +22% physical / +22% cold Reduces incoming crit damage: 15.00% Spell save: +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
undeterred pair of hardened leather boots of invasion (0 def, 3 armour) =Immunity=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Changes resistances penetration: +8% physical Silence immunity: +34% Confusion immunity: +32% Stun/Freeze immunity: +28% A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour) =AntiKnock=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 103.64 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Hat of Arcane Understanding (2 def, 0 armour) =ArcaneResist=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Rotrigor (2 def, 0 armour) =Acid Resist=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 35% Damage when hit (Melee): 10 nature Changes resistances: +37% acid Changes resistances penetration: +25% lightning / +25% acid Changes damage: +15% acid A pointy cloth hat, very wizardly... |
troll-hide reinforced leather armour of delving (12 def, 7 armour) =Regen=Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +7 Str Changes resistances: +15% darkness / +10% physical Life regen: +8.10 Maximum life: +30.00 Light radius: +2 Healing mod.: +16% It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
384 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Issithad the dwarven-steel pickaxe (dig speed 17 turns) =Versatile=Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Str / +3 Mag / +6 Wil Changes resistances: +6% light Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +10 (+3 eff.) Maximum life: +55.00 Maximum mana: +30.00 Spell crit. chance: +6% Infravision radius: +2 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 85 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
dwarven lantern 'Sewerwyrd' =Store=Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 22 fire Changes resistances: +6% light / +7% fire Changes resistances penetration: +15% nature Changes damage: +9% nature Mental save: +12 (+4 eff.) Maximum life: +71.00 Light radius: +5 See stealth: +17 See invisible: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of the moons =Vamp=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% light Changes damage: +8% darkness Damage affinity(heal): +5% darkness Blindness immunity: +26% Confusion immunity: +16% Light radius: +8 Infravision radius: +3 See stealth: +10 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 85 power out of 80/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorRequires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 431.64 fire damage (based on Magic) Activation costs 43 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. This item has been sent to the Item's Vault. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Eminne the Goreknave [power 400] (13 cooldown) =Silence=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +5% arcane / +12% fire Changes damage: +6% nature / +12% light Physical save: +9 (+5 eff.) Spell save: +18 (+8 eff.) Poison immunity: +20% Maximum life: +80.00 It can be used to blast the opponent's mind dealing 436 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
cleansing stralite torque of psionic shield [power 105] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 105 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Duvalin the Glareserpent [power 494] (13 cooldown) =AntiHeal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +2% physical Changes resistances penetration: +25% acid Changes damage: +21% light / +18% physical Critical mult.: +15.00% It can be used to sting an enemy dealing 637 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 42% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone wand of conjuration 'Nerowyn' [power 440] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +10 Changes stats: +1 Con Changes resistances: +6% mind Disease immunity: +20% Disarm immunity: +20% Maximum stamina: +10.00 Healing mod.: +15% It can be used to fire a magical bolt dealing 559 cold damage Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elven-wood wand of shielding [power 308] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 308 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Heal for 62. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of lightning storm 'Issorach' [power 266] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +8 Changes stats: +4 Wil Changes resistances penetration: +20% physical Critical mult.: +10.00% Maximum hate: +4.00 Mindpower: +15 (+5 eff.) It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 67 lightning damage and will be dazed for 1 turn (335 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 Activation costs 26 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. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Noah C the Halfling Shadowblade level 32
30th Haze 124th year of Ascendancy at 07:24 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Noah C the Halfling Shadowblade level 27
2nd Flare 124th year of Ascendancy at 09:51 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Noah C the Halfling Shadowblade level 27
9th Flare 124th year of Ascendancy at 09:38 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Noah C the Halfling Shadowblade level 34
54th Pyre 125th year of Ascendancy at 05:12 see stats
Catch that Plumpkin! (Nightmare (Adventure) difficulty)
Finish the Plumpkin event.By Noah C the Halfling Shadowblade level 33
64th Regrowth 125th year of Ascendancy at 11:12 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Noah C the Halfling Shadowblade level 16
36th Regrowth 123rd year of Ascendancy at 23:47 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Noah C the Halfling Shadowblade level 34
79th Regrowth 125th year of Ascendancy at 19:39 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Noah C the Halfling Shadowblade level 23
18th Regrowth 124th year of Ascendancy at 06:41 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Noah C the Halfling Shadowblade level 18
1st Mirth 123rd year of Ascendancy at 16:59 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Noah C the Halfling Shadowblade level 26
41st Regrowth 124th year of Ascendancy at 04:47 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Noah C the Halfling Shadowblade level 10
4th Mirth 122nd year of Ascendancy at 02:09 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Noah C the Halfling Shadowblade level 20
72nd Dusk 123rd year of Ascendancy at 12:21 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Noah C the Halfling Shadowblade level 30
22nd Haze 124th year of Ascendancy at 09:26 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Noah C the Halfling Shadowblade level 23
17th Regrowth 124th year of Ascendancy at 23:00 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Noah C the Halfling Shadowblade level 25
24th Regrowth 124th year of Ascendancy at 15:03 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Noah C the Halfling Shadowblade level 12
9th Flare 122nd year of Ascendancy at 22:40 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Noah C the Halfling Shadowblade level 16
11st Regrowth 123rd year of Ascendancy at 21:37 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Noah C the Halfling Shadowblade level 27
1st Flare 124th year of Ascendancy at 13:51 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Noah C the Halfling Shadowblade level 16
22nd Regrowth 123rd year of Ascendancy at 20:02 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Noah C the Halfling Shadowblade level 25
21st Regrowth 124th year of Ascendancy at 09:02 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Noah C the Halfling Shadowblade level 29
22nd Haze 124th year of Ascendancy at 09:26 see stats
Log
Noah C activates Blade Flurry.
Noah C deactivates Blade Flurry.
Noah C activates Blade Flurry.
Noah C deactivates Blade Flurry.
Noah C activates Blade Flurry.
Noah C deactivates Blade Flurry.
Noah C activates Blade Flurry.
Noah C deactivates Blade Flurry.
Noah C activates Blade Flurry.
Noah C deactivates Blade Flurry.
Noah C activates Blade Flurry.
Noah C deactivates Blade Flurry.
Noah C activates Blade Flurry.
Noah C deactivates Blade Flurry.
Noah C activates Blade Flurry.
Noah C deactivates Blade Flurry.
Noah C activates Blade Flurry.
Noah C deactivates Blade Flurry.
Noah C activates Blade Flurry.
Noah C deactivates Blade Flurry.
Noah C activates Blade Flurry.
Noah C deactivates Blade Flurry.
Noah C activates Blade Flurry.
Noah C deactivates Blade Flurry.
Noah C activates Blade Flurry.
Noah C deactivates Blade Flurry.
Noah C activates Blade Flurry.
Noah C deactivates Blade Flurry.






































































































































