Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 34 / 24% |
| Size | huge |
| Lifes / Deaths | Killed by skeleton master archer at level 34 on the 19th Dusk 123rd year of Ascendancy at 17:43 / 1 |
Primary Stats
| Strength | 50 (base 15) |
| Dexterity | 50 (base 29) |
| Constitution | 56 (base 12) |
| Magic | 74 (base 47) |
| Willpower | 57 (base 14) |
| Cunning | 70 (base 44) |
Resources
| Paradox | 20 |
| Mana | 210/550 |
| Psi | 182/182 |
| Vim | 178/293 |
| Life | -72/925 |
| Positive | 92/149 |
| Stamina | 328/328 |
| Equilibrium | 20 |
| Healing Factor | 0.99999999999998 |
| Regeneration | 0.24999999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 46 |
| Crit Chance | 34% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 49 |
| Crit Chance | 37% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61.25 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51.3 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| All | +8% |
Defense: Base
| Armour (hardiness) | 53.4 (100%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 32 |
| Physical Save | 35.05 |
| Spell Save | 37.925 |
| Mental Save | 48.15 |
Defense: Resistances
| All | + 12%( 70%) |
Defense: Immunities
| Disarm Resistance | 25% |
| Knockback Resistance | 23% |
| Confusion Resistance | 81% |
| Stun Resistance | 100% |
| Pinning Resistance | 28% |
| Silence Resistance | 87% |
| Blind Resistance | 70% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 32% for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 450% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 11 turns. While Heroism is active, you will only die when reaching -648 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Absorption | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Radiance | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Thermal Shield |
| talent | Chant of Fortress |
| talent | Kinetic Shield |
| talent | Weapon of Wrath |
| talent | Burning Wake |
| talent | Weapon of Light |
| talent | Elemental Harmony |
| talent | Wildfire |
| talent | Beyond the Flesh |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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 grave | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
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: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed ice wyrm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed orc heart. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within7 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
| Psionic focus | diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
| Quiver | 704 alchemist agate 704 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. |
| On hands | Xeribeth (0 def, 16 armour) Xeribeth (0 def, 16 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +6 Armour: +16 Armour Hardiness: +11% Changes stats: +11 Con Changes resistances: +8% physical Maximum encumbrance: +20 Maximum vim: +30.00 When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | hardened leather cap 'Cuthelatir' (0 def, 3 armour) hardened leather cap 'Cuthelatir' (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Wil / +7 Mag Changes resistances: +6% temporal Changes damage: +13% blight / +11% arcane Mana when firing critical spell: +4.00 Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% A cap made of leather. |
| On feet | pair of drakeskin leather boots 'Airpall' (0 def, 5 armour) =ike@LH= pair of drakeskin leather boots 'Airpall' (0 def, 5 armour) =ike@LH=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to daze Changes stats: +1 Str / +1 Dex / +3 Wil Changes resistances: +6% lightning Changes resistances penetration: +10% lightning / +14% physical Silence immunity: +87% Confusion immunity: +81% Stun/Freeze immunity: +90% A pair of boots made of leather. |
| Tool | Chalugrim the steel torque of psychoportation [power 28] (30 cooldown) Chalugrim the steel torque of psychoportation [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Critical mult.: +5.00% Damage Shield penetration: +30% It can be used to teleport randomly (rad 28), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Shockobsidian the steel ring Shockobsidian the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +13 Changes resistances: +24% lightning / +5% arcane / +3% darkness Changes damage: +12% lightning / +9% all Spellpower: +14 Mindpower: +11 Rings can have magical properties. |
| On fingers | Ce'Nussra Ce'NussraInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Physical power: +7 Changes stats: +5 Str / +4 Con Changes resistances: +22% fire Changes damage: +11% fire Grants telepathy: Humanoid/Orc Disarm immunity: +25% Pinning immunity: +28% Knockback immunity: +23% Maximum life: +21.00 Mental crit. chance: +5% Rings can have magical properties. |
| Around neck | Lelydan LelydanPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes damage: +11% blight / +9% fire Critical mult.: +17.00% Maximum mana: +40.00 Spellpower: +8 Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Amulets can have magical properties. |
| In main hand | Burngrind (20-24 power, 4 apr, light element) Burngrind (20-24 power, 4 apr, light element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 fire Changes damage: +20% light / +12% arcane Talent granted: +1 Command Staff Mana when firing critical spell: +1.00 Spellpower: +9 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Malizilahor the drakeskin leather belt =ike@LH= Malizilahor the drakeskin leather belt =ike@LH=Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +23 Damage when hit (Melee): 8 mind Changes stats: +5 Str / +5 Con Changes resistances: +15% blight Changes resistances penetration: +5% mind Changes damage: +6% mind Physical save: +13 Spell save: +10 Maximum life: +130.00 Maximum mana: +67.00 Maximum stamina: +52.00 Maximum hate: +20.00 Maximum psi: +35.00 Maximum vim: +31.00 Maximum pos.energy: +40.00 Maximum neg.energy: +36.00 Size category: +2 Reduces paradox failures(equivalent to willpower): +32 A belt that goes around your waist. |
| In off hand | Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 45% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 Maximum psi: +20.00 Mindpower: +15 Mental crit. chance: +8% It can be used to activate talent Resonance Field (costing 25 power out of 21/25) : Effective talent level: 3.0 Power cost: 25 out of 21/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (291 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 60 power out of 37/60) : Effective talent level: 1.2 Power cost: 60 out of 37/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 125.12 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Duathelpiety the dwarven-steel plate armour (5 def, 11 armour) Duathelpiety the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Effects on melee hit: * 40% chance to corrode armor Changes stats: +4 Str / +6 Wil / +6 Cun / +4 Con Changes resistances: +24% lightning Changes damage: +6% darkness / +6% acid Mental save: +15 Stun/Freeze immunity: +30% Maximum life: +45.00 A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
heroism infusion of the duelist (+12 for 10 turns, die at -461) heroism infusion of the duelist (+12 for 10 turns, die at -461)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 10 turns. While Heroism is active, you will only die when reaching -461 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
heroism infusion of the titan (+12 for 10 turns, die at -514) heroism infusion of the titan (+12 for 10 turns, die at -514)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: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 10 turns. While Heroism is active, you will only die when reaching -514 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 (522% speed; 6 turns) movement infusion (522% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 522% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (506% speed; 5 turns) movement infusion (506% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 506% 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. 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 460 over 5 turns) regeneration infusion of the sneak (heal 460 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: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 460 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. |
regeneration infusion of the sneak (heal 323 over 5 turns) regeneration infusion of the sneak (heal 323 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: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 323 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 17%; cure mental) wild infusion of the duelist (resist 17%; 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: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 17% for 4 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. |
wild infusion of the psychic (resist 15%; cure mental) wild infusion of the psychic (resist 15%; 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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 15% for 4 turns. 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 sneak (resist 27%; cure magical) wild infusion of the sneak (resist 27%; cure magical)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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 27% for 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. |
acid wave rune of the sneak (234 acid damage; dur 5; apply 67) acid wave rune of the sneak (234 acid damage; dur 5; apply 67)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: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 234.60 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 67. The surge of natural acids will remove one detrimental magical effect from you. 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. |
acid wave rune of the sneak (304 acid damage; dur 5; apply 66) acid wave rune of the sneak (304 acid damage; dur 5; apply 66)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: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 304.75 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 66. The surge of natural acids will remove one detrimental magical effect from you. 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. |
biting gale rune of the duelist (120 cold damage; 47 apply power) biting gale rune of the duelist (120 cold damage; 47 apply power)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: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 120.99 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 47. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
biting gale rune of the warrior (160 cold damage; 47 apply power) biting gale rune of the warrior (160 cold damage; 47 apply power)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: instant Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 160.23 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 47. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
heat beam rune (183 fire damage) heat beam rune (183 fire damage)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: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 183.54 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
heat beam rune of the warrior (323 fire damage) heat beam rune of the warrior (323 fire damage)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: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 323.19 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
heat beam rune of the wizard (302 fire damage) heat beam rune of the wizard (302 fire damage)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: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 302.18 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic 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. |
manasurge rune of the duelist (902% regen over 10 turns; 45 instant mana) manasurge rune of the duelist (902% regen over 10 turns; 45 instant mana)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: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 902% over 10 turns and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the wizard (1023% regen over 10 turns; 51 instant mana) manasurge rune of the wizard (1023% regen over 10 turns; 51 instant mana)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: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1023% over 10 turns and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic 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 psychic (absorb 268 for 6 turns) shielding rune of the psychic (absorb 268 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 268 damage for 6 turns. 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. |
teleportation rune of the sneak (range 95) teleportation rune of the sneak (range 95)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: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 95 with a minimum range of 15. 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. |
Arthedradin the Bleakrip Arthedradin the BleakripPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +2 Changes stats: +9 Mag Changes resistances: +6% darkness Maximum encumbrance: +30 Physical save: +6 Only die when reaching: -60.00 life Infravision radius: +1 Amulets can have magical properties. |
Eremydar EremydarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Con / +1 Wil Changes resistances: +17% lightning Stun/Freeze immunity: +22% Mindpower: +8 Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Gloreth the stralite amulet Gloreth the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +3 Cun / +12 Con Changes resistances: +6% mind Grants telepathy: Demon/Minor Demon/Major Blindness immunity: +22% Life regen: +0.80 Stamina each turn: +0.60 Psi when hit: +0.08 Mindpower: +4 Mental crit. chance: +2% Infravision radius: +6 Sight radius: +2 See invisible: +6 Movement speed: +10% Amulets can have magical properties. |
Heatwisp HeatwispInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +3% lightning / +3% cold / +21% mind / +12% nature Changes damage: +3% fire Poison immunity: +5% Confusion immunity: +38% Amulets can have magical properties. |
Phlegmsmash the steel amulet Phlegmsmash the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% nature / +15% light / +12% darkness Changes damage: +9% nature Blindness immunity: +23% Amulets can have magical properties. |
Tafang the gold amulet Tafang the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +9% acid Changes resistances penetration: +15% blight Changes damage: +6% blight / +3% acid Teleport immunity: +50% It can be used to teleports you randomly (rad 46), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
Unlightgrit UnlightgritInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +3 Defense: +4 Damage when hit (Melee): 8 darkness Changes resistances: +3% darkness / +10% temporal Changes resistances cap: +4% all Changes damage: +6% temporal Physical save: +7 Blindness immunity: +13% Pinning immunity: +26% Knockback immunity: +24% Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
copper amulet 'Branirig' copper amulet 'Branirig'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Cun / +2 Str Critical mult.: +5.00% Maximum hate: +4.00 Maximum psi: +20.00 Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
starlit steel amulet of magic (+4) starlit steel amulet of magic (+4)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +12% light / +13% darkness Blindness immunity: +23% Amulets can have magical properties. |
steel amulet 'Wretchsever' steel amulet 'Wretchsever'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 12 nature Changes stats: +1 Str / +1 Dex / +2 Cun Life regen: +1.50 Amulets can have magical properties. |
warrior's steel amulet of constitution (+2) warrior's steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% physical Stamina each turn: +0.30 Amulets can have magical properties. |
Bokytar BokytarInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% blight / +26% fire / +6% darkness / +6% nature Changes damage: +13% fire Mental save: +3 Stun/Freeze immunity: +5% Rings can have magical properties. |
Ce'Nutha the gold ring Ce'Nutha the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +3% acid Changes resistances penetration: +10% mind / +10% acid Stun/Freeze immunity: +20% Life regen: +1.20 Rings can have magical properties. |
Gayarin the Glitterfoe Gayarin the GlitterfoeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 light Changes resistances: +3% acid Changes damage: +9% light / +5% all Spellpower: +8 Mindpower: +8 Rings can have magical properties. |
Shineclash the steel ring Shineclash the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +1 Cun / +3 Con Changes resistances penetration: +10% mind Physical save: +6 Mental crit. chance: +1% Rings can have magical properties. |
Xanetira XanetiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Changes stats: +4 Str Grants telepathy: Humanoid/Orc Blindness immunity: +10% Rings can have magical properties. |
gold ring of perseverance gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +28% Life regen: +1.40 Rings can have magical properties. |
gold ring of pilfering gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 Armour penetration: +7 Defense: +10 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
rogue's steel ring of arcana(+0.10/turn) rogue's steel ring of arcana(+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Silence immunity: +28% Mana each turn: +0.10 Rings can have magical properties. |
solipsist's gold ring of misery solipsist's gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to cause random insanity Damage (Melee): 10 bleed Effects on ranged hit: * 12% chance to cause random insanity Damage (Ranged): 8 bleed Changes stats: +8 Cun / +5 Wil Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Mindpower: +9 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 37%. Rings can have magical properties. |
warrior's copper ring of nature (+22%) warrior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical 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. |
steel longsword 'Veledheselle' (21.5-30.1 power, 3 apr) steel longsword 'Veledheselle' (21.5-30.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to cause random insanity * 20% chance to torment the target Damage (Melee): +12 cold When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +7% mind / +5% darkness Poison immunity: +10% Sharp, long, and deadly. |
Urilebers the dwarven-steel mace (27-37.8 power, 4 apr) Urilebers the dwarven-steel mace (27-37.8 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +31 insidious poison When wielded/worn: Changes damage: +15% temporal Light radius: +1 Infravision radius: +3 Blunt and deadly. |
dwarven-steel mace 'Velevena' (25.5-35.7 power, 4 apr) dwarven-steel mace 'Velevena' (25.5-35.7 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +10 fire When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +10% arcane / +8% fire Changes damage: +9% blight Maximum mana: +20.00 Spellpower: +2 Global speed: +3% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Blunt and deadly. |
Cyruldarithra the Satyrtooth (5.5-6.05 power, 18 apr, mind damage) Cyruldarithra the Satyrtooth (5.5-6.05 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes resistances: +9% acid Changes resistances penetration: +5% nature Changes damage: +3% acid / +4% mind / +2% darkness Mindpower: +2 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 40% Wil, 10% Cun, 20% Str Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% lightning / 18% fire When wielded/worn: Changes resistances: +8% acid / +8% physical / +8% fire / +8% lightning / +8% cold Changes damage: +8% lightning / +8% physical / +8% fire / +8% acid / +8% cold Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +9 Mental crit. chance: +7% It can be used to activate talent Fire Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 245.19 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
thorny mindstar of flames (8.5-9.35 power, 24 apr, nature damage) thorny mindstar of flames (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 fire Changes resistances: +9% fire Changes resistances penetration: +8% fire Changes damage: +10% fire Mindpower: +3 Mental crit. chance: +3% Global speed: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gravitational Staff (30-36 power, 8 apr, physical element) Gravitational Staff (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +12% temporal / +20% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 14 power out of 14/14) : Effective talent level: 3.0 Power cost: 14 out of 14/14. Range: 10 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spells center and inflicts 87.47 physical damage. This deals 50% extra damage to pinned targets, in addition to the knockback. The damage dealt will scale with your Paradox and Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
short yew magestaff of projection (20-24 power, 4 apr, fire element) short yew magestaff of projection (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +5% It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Sparkstrider the dwarven-steel waraxe (30.5-42.7 power, 4 apr) Sparkstrider the dwarven-steel waraxe (30.5-42.7 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to daze Damage (Melee): +27 insidious poison Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +13 ice When wielded/worn: Armour: +7 Damage when hit (Melee): 4 fire Changes resistances penetration: +10% lightning / +8% cold Changes damage: +6% fire One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Sootsage SootsageCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +4 Dex / +4 Cun / +6 Lck Changes damage: +15% mind Trap disarming bonus: +8 Stealth bonus: +6 Infravision radius: +4 Heals friendly targets nearby when you use a nature summon: +20 A belt that goes around your waist. |
Delundil the linen cloak (1 def, 0 armour) Delundil the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Damage when hit (Melee): 8 blight / 4 arcane Physical save: +6 Spell save: +6 Mental save: +7 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinymiwen the Searoblivion (2 def, 0 armour) Eilinymiwen the Searoblivion (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * 30% chance to corrode armor Changes stats: +9 Wil / +8 Mag Changes resistances: +3% acid / +3% fire Changes resistances penetration: +10% acid Spell save: +7 Maximum mana: +42.00 Spell crit. chance: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Windgash (2 def, 0 armour) Windgash (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 Armour penetration: +5 Defense: +2 Damage when hit (Melee): 4 blight Changes stats: +3 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: +12% blight Changes resistances penetration: +5% nature Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Duskenvy' (2 def, 0 armour) cashmere cloak 'Duskenvy' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 Armour penetration: +9 Defense: +2 Changes resistances: +3% darkness Changes resistances penetration: +20% darkness Changes damage: +6% darkness Critical mult.: +19.00% Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blastbringer the silk robe (3 def, 0 armour) Blastbringer the silk robe (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +2 Dex / +10 Mag / +8 Wil / +1 Cun Changes resistances: +9% lightning / +10% darkness / +9% blight / +10% fire / +10% light / +11% cold Changes damage: +6% lightning Reduces incoming crit damage: 15.00% Physical save: +14 Spell save: +27 Mental save: +14 Silence immunity: +62% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +29 Infravision radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven elven-silk robe of Angolwen (5 def, 0 armour) =ike@LH= fearwoven elven-silk robe of Angolwen (5 def, 0 armour) =ike@LH=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +4 Wil / +4 Mag Changes resistances penetration: +13% darkness / +12% physical Changes damage: +13% darkness / +15% physical Silence immunity: +49% Stun/Freeze immunity: +30% Spellpower on spell critical (stacks up to 3 times): +5 Maximum hate: +14.00 Spellpower: +15 Mindpower: +7 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Elubretta' (3 def, 0 armour) silk robe 'Elubretta' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +2 Mag / +1 Wil Changes resistances: +9% lightning / +10% darkness / +10% blight / +9% fire / +10% light / +10% cold Changes damage: +23% all Physical save: +14 Spell save: +29 Mental save: +14 Mana each turn: +0.24 Spellpower: +34 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather gloves of archery (0 def, 2 armour) hardened leather gloves of archery (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +7 Armour: +2 Changes stats: +4 Cun / +4 Dex When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +9 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of dispersion (0 def, 2 armour) hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane Changes stats: +6 Wil / +5 Mag Changes resistances: +6% arcane When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +9 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic rough leather gloves (0 def, 4 armour) heroic rough leather gloves (0 def, 4 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +4 Mental save: +5 Maximum life: +40.00 When used to modify unarmed attacks: Base power: 10.5 - 11.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +4 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of strength (+4) (0 def, 2 armour) restful hardened leather gloves of strength (+4) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +6 Armour: +2 Changes stats: +4 Str Life regen: +1.70 Stamina each turn: +1.00 Maximum stamina: +14.00 When used to modify unarmed attacks: Base power: 23.5 - 25.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Islunn' (0 def, 3 armour) voratun gauntlets 'Islunn' (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 Physical crit. chance: +2.0% Armour: +3 Damage (Melee): 10 blight Changes stats: +6 Dex Changes resistances: +15% blight Changes damage: +5% blight Stun/Freeze immunity: +10% Life regen: +1.20 Stamina each turn: +1.80 Maximum stamina: +14.00 When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +15 Physical crit. chance: +15.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Slumber (10% chance level 5). Burst (radius 2) on crit: +8 blight / +4 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 59.83 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Magmaborn (0 def, 3 armour) Magmaborn (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +13% cold / +6% darkness / +3% fire Changes resistances penetration: +25% fire Allows you to breathe in: water A cap made of leather. |
Xyth the hardened leather cap (0 def, 3 armour) Xyth the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 Armour: +3 Fatigue: -7% Changes stats: +4 Str / +2 Dex / +3 Wil / +3 Cun / +3 Con Changes resistances: +13% light / +13% darkness Changes resistances penetration: +10% physical Physical save: +10 Mindpower: +5 Healing mod.: +5% A cap made of leather. |
leafwalker's voratun helm (0 def, 5 armour) leafwalker's voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +11% nature Spell save: +7 Maximum life: +88.00 Healing mod.: +17% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reinforced leather armour 'Burngash' (4 def, 7 armour) reinforced leather armour 'Burngash' (4 def, 7 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Damage when hit (Melee): 4 blight Changes stats: +4 Cun / +6 Wil Changes resistances: +21% acid / +6% fire / +21% lightning / +12% blight Changes resistances penetration: +10% fire Mental save: +13 A suit of armour made of leather. |
Shinepunish (6 def, 2 armour, 42 block) Shinepunish (6 def, 2 armour, 42 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Effects on melee hit: * 15% chance to blind Effects when hit in melee: * 20% chance to blind Changes stats: +5 Con / +2 Mag Changes resistances: +12% light Changes damage: +6% light Talent granted: +2 Block Critical mult.: +10.00% Maximum mana: +20.00 Handheld deflection devices. |
4 agate 4 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 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
47 alchemist agate 47 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. |
6 onyx 6 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 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
2 opal 2 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 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
Duathelsnake the dwarven-steel pickaxe (dig speed 15 turns) Duathelsnake the dwarven-steel pickaxe (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +10% mind / +10% fire Mental save: +10 Maximum vim: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 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 When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
6 jade 6 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 When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
15 spinel 15 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 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 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
Camodig CamodigInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +7 Maximum mana: +40.00 Spellpower: +4 Mindpower: +8 Light radius: +2 See stealth: +8 See invisible: +8 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. |
Chamunaridil the Heatrebel Chamunaridil the HeatrebelInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 Changes stats: +4 Wil Changes resistances: +5% arcane / +3% fire Changes resistances penetration: +10% arcane Changes damage: +3% arcane Critical mult.: +11.00% Light radius: +2 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. |
alchemist's lamp 'Korabers' alchemist's lamp 'Korabers'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +11% darkness / +3% temporal Changes damage: +7% light Damage affinity(heal): +5% light Physical save: +20 Blindness immunity: +10% Poison immunity: +10% Disarm immunity: +15% Confusion immunity: +10% Light radius: +5 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 59.83 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Radherin' brass lantern 'Radherin'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% lightning Changes damage: +6% mind Spell save: +3 Confusion immunity: +10% Knockback immunity: +10% Light radius: +2 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. |
survivor's brass lantern of clarity survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 Mental save: +6 Light radius: +2 See stealth: +7 See invisible: +7 Healing mod.: +11% 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. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Maximum life: +42.00 Light radius: +2 Healing mod.: +12% 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. |
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 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
4 ruby 4 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 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Camymarath the Glitterrot [power 51] (20 cooldown) Camymarath the Glitterrot [power 51] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +6% temporal Maximum wards: +1 physical / +2 mind / +1 darkness Changes damage: +6% light Talent granted: +1 Ward Spell save: +3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 51 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
amethyst 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% When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 Light radius: +2 It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
29 quartz 29 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
4 amber 4 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% When used as an alchemist bomb: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
17 citrine 17 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
16 zircon 16 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sairinne the Cornac Adventurer level 12
31st Dusk 122nd year of Ascendancy at 23:42 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Sairinne the Cornac Adventurer level 30
66th Pyre 123rd year of Ascendancy at 10:22 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Sairinne the Cornac Adventurer level 28
48th Pyre 123rd year of Ascendancy at 00:45 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Sairinne the Cornac Adventurer level 34
19th Dusk 123rd year of Ascendancy at 11:38 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Sairinne the Cornac Adventurer level 10
3rd Flare 122nd year of Ascendancy at 09:26 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Sairinne the Cornac Adventurer level 20
15th Haze 122nd year of Ascendancy at 17:24 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Sairinne the Cornac Adventurer level 30
65th Pyre 123rd year of Ascendancy at 11:50 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sairinne the Cornac Adventurer level 25
4th Pyre 123rd year of Ascendancy at 12:51 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Sairinne the Cornac Adventurer level 18
10th Haze 122nd year of Ascendancy at 16:21 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Sairinne the Cornac Adventurer level 21
31st Haze 122nd year of Ascendancy at 04:46 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Sairinne the Cornac Adventurer level 12
24th Dusk 122nd year of Ascendancy at 15:45 see stats
The Right thing to do (Madness (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sairinne the Cornac Adventurer level 22
3rd Regrowth 123rd year of Ascendancy at 19:41 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Sairinne the Cornac Adventurer level 12
39th Dusk 122nd year of Ascendancy at 12:31 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Sairinne the Cornac Adventurer level 32
78th Pyre 123rd year of Ascendancy at 04:27 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Sairinne the Cornac Adventurer level 22
3rd Regrowth 123rd year of Ascendancy at 06:49 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sairinne the Cornac Adventurer level 32
4th Flare 123rd year of Ascendancy at 15:42 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sairinne the Cornac Adventurer level 21
25th Haze 122nd year of Ascendancy at 02:40 see stats
Log
Gamira the runed bone giant casts Strike.
Sairinne resists the punch!
Gamira the runed bone giant's Strike hits Sairinne for (33 to psi shield), (17 absorbed), 0 physical (0 total damage).
Sairinne moves reluctantly!
A shield forms around Gamira the runed bone giant.
Gamira the runed bone giant receives 30 healing from Sairinne's healing light area effect.
Talent Barrier is ready to use.
Gamira the runed bone giant activates Inner Power.
Talent Dimensional Step is ready to use.
Sairinne is a less furious bunny.
Sairinne slows down.
Arawe the ghoul uses Panic.
Sairinne overcomes the gloom.
The shield around Sairinne crumbles.
Ran for 2 turns (stop reason: hostile spotted to the west (Arawe the ghoul)).
Gamira the runed bone giant receives 30 healing from Sairinne's healing light area effect.
Talent Healing Light is ready to use.
Gamira the runed bone giant uses Mark Prey.
Talent Banish is ready to use.
Sairinne is moving less freely.
Skeleton master archer uses Crippling Shot.
Saving game...
