Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 31 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by Neraba the ink squid at level 31 on the 32nd Dusk 123rd year of Ascendancy at 14:38 / 1 |
Primary Stats
| Strength | 62 (base 21) |
| Dexterity | 91 (base 60) |
| Constitution | 42 (base 12) |
| Magic | 32 (base 12) |
| Willpower | 67.620648809758 (base 51) |
| Cunning | 30.620648809758 (base 12) |
Resources
| Mana | 198/198 |
| Psi | 122/122 |
| Hate | 100/100 |
| Life | -158/721 |
| Paradox | 21 |
| Stamina | 304/327 |
| Equilibrium | 0 |
| Healing Factor | 0.79 |
| Regeneration | 1.8565 |
Speed
| Mental | -12.5% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +165% |
Vision
| Sight | 10 |
| Lite | -6 |
| Infravision | 10 |
| See Stealth | 15 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 157 |
| Accuracy | 62 |
| Crit Chance | 53% |
| APR | 57 |
| Speed | 0.57 |
Offense: Spell
| Spellpower | 27.5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50.194237896911 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 22.4 (74.117647058824%) |
| Defense | 40.116666666667 |
| Ranged Defense | 40.116666666667 |
| Fatigue | 12 |
| Physical Save | 38.2 |
| Spell Save | 27.433613541708 |
| Mental Save | 33.192227083415 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 100% |
| Knockback Resistance | 22% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 364 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery - bows | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cursed / Strife | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Archery training | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Acrobatics | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Aim |
| talent | Trained Reactions |
| talent | Thermal Shield |
| talent | Deflect Projectiles |
| talent | Charged Shield |
| talent | Reality Smearing |
| talent | Essence of Speed |
| talent | Premonition |
| talent | Beyond the Flesh |
| detrimental effect | The target is in extreme anguish, preventing them from making tactical decisions, and reducing Willpower by 14 and Cunning by 14. Anguish |
| beneficial effect | The target is in a defensive roll, ignoring 17% of all incoming damage. Defensive Roll |
| beneficial effect | The target's reactions have quickened, giving +20% global speed. Superb Agility |
| detrimental effect | The target is poisoned, taking 4.43 nature damage per turn and decreasing all heals received by 31%. Insidious Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Huge cut that bleeds, doing 51.98 physical damage per turn. Bleeding |
| beneficial effect | Reduces cold damage received by 15%. Premonition Shield |
| detrimental effect | Damage received in the past is returned as 339.64 paradox damage per turn. Reality Smearing |
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 injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You abandoned lone alchemist to death. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by Xeruraldatira the large white snake. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed vial of elder vampire blood. * You've found the needed vial of squid ink. 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 black mamba head. * You've found the needed sandworm tooth. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed ice ant stinger. 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 pouch of bone giant dust. * You've found the needed ice wyrm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within5 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
| Quiver | Shadevortex the quiver of elven-wood arrows (22/22, 44.5-62.3 power, 14 apr) Shadevortex the quiver of elven-wood arrows (22/22, 44.5-62.3 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 30% Wil, 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 22 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +6 lightning / +5 cold / +8 darkness / +16 fire Burst (radius 1) on hit: +8 darkness Arrows are used with bows to pierce your foes to death. |
| Light source | burglar's alchemist's lamp of corpselight burglar's alchemist's lamp of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +7% blight / +7% darkness Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Light radius: -7 Infravision radius: +8 See invisible: +5 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 9 turns, and deals 24 blight damage or heals 37 life. Creatures standing in the retch also have 10% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour) =Dkr4= Eye of the Forest (8 def, 0 armour) =Dkr4=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) 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 (+6 eff.) 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. |
| On feet | Wanderer's Rest (4 def, 0 armour) =@SL4= Wanderer's Rest (4 def, 0 armour) =@SL4=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 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 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 away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Tool | Dagulach (dig speed 13 turns) Dagulach (dig speed 13 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +8.0% Armour: +4 Defense: +6 (+2 eff.) Changes stats: +10 Str / +3 Wil / +2 Con Changes resistances: +7% physical Physical save: +20 (+7 eff.) Only die when reaching: -40.00 life Maximum stamina: +10.00 Mental crit. chance: +6% Light radius: +1 Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gladiator's steel ring of pilfering gladiator's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Physical power: +7 (+1 eff.) Defense: +8 (+2 eff.) Changes stats: +6 Str / +6 Con 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. |
| On fingers | steel ring 'Belith' steel ring 'Belith'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Dex Stun/Freeze immunity: +28% Life regen: +1.10 Mental crit. chance: +2% Rings can have magical properties. |
| Around neck | copper amulet 'Sootstrider' copper amulet 'Sootstrider'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning / +6% darkness Changes resistances penetration: +10% mind Stun/Freeze immunity: +22% Maximum psi: +10.00 Amulets can have magical properties. |
| In main hand | Nerosetha the Pyrestrike =@LH= Nerosetha the Pyrestrike =@LH=Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 200% Firing range: +10 Travel speed: +600% When wielded/worn: Changes resistances: +3% lightning / +6% light / +5% arcane Changes resistances penetration: +15% fire Changes damage: +6% acid Longbows are used to shoot arrows at your foes. |
| On hands | restful rough leather gloves of strength (+3) (0 def, 1 armour) restful rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +3 Str Life regen: +1.00 Stamina each turn: +0.70 Maximum stamina: +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Lightningwolf the hardened leather belt Lightningwolf the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +21% lightning Maximum life: +40.00 A belt that goes around your waist. |
| Cloak | shadow cashmere cloak of Eldoral (2 def, 0 armour) shadow cashmere cloak of Eldoral (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances: +15% darkness Changes resistances penetration: +8% darkness Changes damage: +9% darkness Stealth bonus: +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 | spiked steel plate armour of the dragon (4 def, 9 armour) spiked steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 12 physical Changes stats: +2 Str / +2 Con Changes resistances: +6% acid / +7% physical / +5% cold / +7% fire / +6% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +52% Knockback immunity: +22% A suit of armour made of metal plates. |
Inventory
healing infusion of the duelist (heal 259) healing infusion of the duelist (heal 259)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 259 and cleanse 1 wound and poison effect. 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 psychic (+14 for 9 turns, die at -561) heroism infusion of the psychic (+14 for 9 turns, die at -561)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: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 9 turns. While Heroism is active, you will only die when reaching -561 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 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. |
insidious poison infusion (16 nature damage, 44% healing reduction) insidious poison infusion (16 nature damage, 44% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 16.11 nature damage per turn for 7 turns, and reducing the target's healing received by 44%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (524% speed; 6 turns) movement infusion of the sneak (524% 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 524% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (619% speed; 5 turns) movement infusion of the warrior (619% 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 619% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 541 over 5 turns) regeneration infusion of the duelist (heal 541 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 541 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 515 over 5 turns) regeneration infusion of the duelist (heal 515 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 515 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 27%; cure physical) wild infusion of the duelist (resist 27%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 39%; cure magical, physical) wild infusion of the duelist (resist 39%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 25%; cure magical) wild infusion of the duelist (resist 25%; 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 13%; cure magical) wild infusion of the wizard (resist 13%; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 13% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the sneak (168 acid damage; dur 5; apply 38) acid wave rune of the sneak (168 acid damage; dur 5; apply 38)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 (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 168.27 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 38. 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. |
manasurge rune of the duelist (1332% regen over 10 turns; 66 instant mana) manasurge rune of the duelist (1332% regen over 10 turns; 66 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: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1332% over 10 turns and instantly restoring 66 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 warrior (1064% regen over 10 turns; 53 instant mana) manasurge rune of the warrior (1064% regen over 10 turns; 53 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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1064% over 10 turns and instantly restoring 53 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the wizard (970% regen over 10 turns; 48 instant mana) manasurge rune of the wizard (970% regen over 10 turns; 48 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: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 970% over 10 turns and instantly restoring 48 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. |
phase door rune of the duelist (range 12; power 39; dur 4) phase door rune of the duelist (range 12; power 39; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. 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. |
phase door rune of the titan (range 9; power 26; dur 4) phase door rune of the titan (range 9; power 26; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 146 for 3 turns) shielding rune of the wizard (absorb 146 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 146 damage for 3 turns. 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. |
Burnbolt the stralite amulet Burnbolt the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 8 fire Changes stats: +8 Str / +6 Con Changes resistances penetration: +5% acid / +10% fire Changes damage: +9% fire Life regen: +2.40 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. |
Issudan the steel amulet Issudan the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +4 (+1 eff.) Damage when hit (Melee): 16 physical Cut immunity: +50% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 274 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Skyzephyr SkyzephyrInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Effects on melee hit: * 40% chance to daze Changes stats: +3 Cun Changes resistances: +13% cold / +12% fire Changes resistances penetration: +5% arcane Critical mult.: +13.00% Amulets can have magical properties. |
clarifying steel amulet of dexterity (+3) clarifying steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +14% mind Confusion immunity: +25% Amulets can have magical properties. |
clarifying steel amulet of strength (+3) clarifying steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% mind Confusion immunity: +26% Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
gold amulet 'Brodyfast' gold amulet 'Brodyfast'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Fatigue: -4% Changes stats: +2 Con Changes resistances: +5% arcane Critical mult.: +15.00% Reduces incoming crit damage: 5.00% Disarm immunity: +5% Amulets can have magical properties. |
mindweaver's gold amulet of teleportation mindweaver's gold amulet of teleportationPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +5 (+2 eff.) Confusion immunity: +10% Teleport immunity: +50% Mindpower: +7 (+2 eff.) It can be used to teleport you randomly (rad 49), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
restful steel amulet of willpower (+4) restful steel amulet of willpower (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Wil Life regen: +0.90 Amulets can have magical properties. |
stabilizing steel amulet stabilizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +26% Knockback immunity: +23% Amulets can have magical properties. |
starlit gold amulet of dexterity (+4) starlit gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +10% light / +13% darkness Blindness immunity: +31% Amulets can have magical properties. |
Khelulin KhelulinInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +26% lightning / +3% nature / +12% acid Changes damage: +13% lightning Spell save: +23 (+11 eff.) Mental save: +9 (+4 eff.) Confusion immunity: +28% Rings can have magical properties. |
Madoruibar MadoruibarPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Con Changes resistances: +26% darkness Changes damage: +13% darkness Spell save: +26 (+12 eff.) Mental save: +20 (+8 eff.) Maximum stamina: +39.00 Spell crit. chance: +4% Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Nimbushunger NimbushungerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +5 Cun / +5 Dex Changes resistances penetration: +15% lightning Changes damage: +6% mind Rings can have magical properties. |
Prismsweep the copper ring Prismsweep the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes resistances penetration: +5% darkness / +15% light Changes damage: +6% light Maximum encumbrance: +22 Rings can have magical properties. |
Radhyganeg RadhyganegCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes resistances: +3% cold Changes resistances penetration: +10% acid Disarm immunity: +27% Pinning immunity: +30% Knockback immunity: +25% Maximum life: +22.00 Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Searidol the copper ring Searidol the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +5% fire Changes damage: +12% mind / +9% fire Mental save: +6 (+3 eff.) Rings can have magical properties. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Confusion immunity: +22% Rings can have magical properties. |
pixie's copper ring of blinding strikes pixie's copper ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to blind Effects on ranged hit: * 10% chance to blind Changes stats: +2 Cun / +3 Mag Spellpower: +6 (+3 eff.) Rings can have magical properties. |
psionicist's steel ring of sensing psionicist's steel ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
savior's steel ring of arcana(+0.12/turn) savior's steel ring of arcana(+0.12/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +10 (+3 eff.) Spell save: +9 (+4 eff.) Mental save: +8 (+4 eff.) Silence immunity: +21% Mana each turn: +0.12 Rings can have magical properties. |
solipsist's gold ring solipsist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Wil Mindpower: +7 (+2 eff.) Rings can have magical properties. |
steel ring 'Earymnir' steel ring 'Earymnir'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% darkness / +22% cold Changes damage: +11% cold Silence immunity: +10% Pinning immunity: +5% Rings can have magical properties. |
steel ring 'Gunaran' steel ring 'Gunaran'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Con Maximum encumbrance: +10 Disarm immunity: +27% Pinning immunity: +28% Knockback immunity: +32% Maximum life: +51.00 Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
titan's steel ring of frost (+22%) titan's steel ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 (+2 eff.) Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings can have magical properties. |
Furnacequencher FurnacequencherCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Damage when hit (Melee): 8 fire Changes resistances: +3% cold / +6% mind / +3% temporal Spell save: +7 (+3 eff.) Confusion immunity: +10% Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather belt of the mysticinsulating hardened leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% cold / +8% fire Mental save: +8 (+4 eff.) Spellpower: +5 (+2 eff.) A belt that goes around your waist. |
insulating rough leather belt of life insulating rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +6% fire Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's rough leather belt of burglary spiritwalker's rough leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +3 Cun / +6 Lck Trap disarming bonus: +7 Stealth bonus: +6 Mana each turn: +0.13 Maximum mana: +22.00 Infravision radius: +3 A belt that goes around your waist. |
Firegrind the linen cloak (1 def, 0 armour) Firegrind the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 12 fire Changes resistances: +3% mind Changes resistances penetration: +5% mind Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Tuluchik' (2 def, 0 armour) cashmere cloak 'Tuluchik' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 arcane / 8 blight Changes stats: +4 Wil / +4 Mag Changes damage: +15% arcane Spell 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. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 38.20 to 47.75 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Aregrim the Radiancebrawn (0 def, 4 armour) Aregrim the Radiancebrawn (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes damage: +6% light / +6% temporal Physical save: +8 (+3 eff.) Spell save: +11 (+5 eff.) Mental save: +10 (+5 eff.) Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Areriabeth the Sundredge (0 def, 3 armour) Areriabeth the Sundredge (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Mag / +3 Wil / +3 Cun Changes resistances penetration: +5% light Grants telepathy: Dragon Mana each turn: +0.27 Maximum mana: +44.00 Spell crit. chance: +3% See invisible: +3 A pair of boots made of leather. |
Kyravon (0 def, 9 armour) Kyravon (0 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +5 Mag / +1 Wil / +3 Cun / +3 Con Changes resistances: +3% temporal Changes damage: +8% acid / +9% mind / +7% blight Physical save: +14 (+5 eff.) Mental save: +19 (+8 eff.) Disease immunity: +24% Spellpower: +4 (+2 eff.) Mindpower: +6 (+2 eff.) Infravision radius: +2 A pair of boots made of leather. |
Nerarin (5 def, 10 armour) Nerarin (5 def, 10 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Wil / +4 Con Changes resistances: +5% arcane Changes resistances penetration: +7% physical Mindpower: +5 (+1 eff.) Infravision radius: +4 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Emelavea' (0 def, 4 armour) pair of dwarven-steel boots 'Emelavea' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +1 Dex / +2 Mag / +3 Wil Changes resistances: +3% temporal Grants telepathy: Dragon Stamina each turn: +0.80 Maximum stamina: +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Emudhebeth' (0 def, 5 armour) pair of hardened leather boots 'Emudhebeth' (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +3 Wil / +2 Mag Changes resistances: +6% light / +1% physical Stun/Freeze immunity: +25% Mana each turn: +0.23 Maximum mana: +33.00 Spell crit. chance: +4% A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour) wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Mag / +2 Wil / +2 Cun / +2 Con Physical save: +17 (+6 eff.) Mental save: +13 (+6 eff.) It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belorin (0 def, 2 armour) Belorin (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +8 Mag Changes damage: +7% arcane / +3% temporal Maximum mana: +20.00 Spellpower: +4 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.8 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Mayunor the rough leather gloves (0 def, 1 armour) Mayunor the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Changes resistances: +3% darkness Physical save: +12 (+4 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% Mana each turn: +0.12 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) steady dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +2 Changes stats: +4 Dex Physical save: +8 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +26% Metal gloves protecting the hands up to the middle of the lower arm. |
steady rough leather gloves of strength (+3) (0 def, 1 armour) steady rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +3 Str Physical save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betimina the Mirewisp (0 def, 1 armour) Betimina the Mirewisp (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Cun Changes resistances: +12% mind / +3% nature Changes resistances penetration: +20% nature Changes damage: +3% nature Mental save: +14 (+6 eff.) Confusion immunity: +25% Mental crit. chance: +1% A cap made of leather. |
Blastbreacher the hardened leather cap (0 def, 3 armour) Blastbreacher the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to daze Changes stats: +4 Cun / +4 Dex Changes damage: +12% blight Vim when firing critical spell: +3.00 Maximum mana: +40.00 Spellpower: +4 (+2 eff.) A cap made of leather. |
Chargeire (2 def, 0 armour) Chargeire (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Wil / +5 Mag Changes resistances penetration: +10% lightning / +10% arcane Changes damage: +9% arcane Spellpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Cobradream (6 def, 3 armour) Cobradream (6 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +3 Defense: +6 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 13% chance to gain 10% of a turn Damage when hit (Melee): 8 nature Changes stats: +5 Cun / +2 Wil Changes resistances: +9% blight / +13% light / +14% darkness Mental save: +15 (+7 eff.) Blindness immunity: +5% Stun/Freeze immunity: +20% Knockback immunity: +10% Teleport immunity: +5% A cap made of leather. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Ragudragorn the Fogwell (0 def, 3 armour) Ragudragorn the Fogwell (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +8 Dex Changes resistances: +15% darkness Changes damage: +9% mind / +6% darkness A cap made of leather. |
hardened leather cap of constitution (+5) (0 def, 3 armour) hardened leather cap of constitution (+5) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Con A cap made of leather. |
leafwalker's drakeskin leather cap (0 def, 5 armour) leafwalker'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 resistances: +8% nature Spell save: +7 (+3 eff.) Maximum life: +67.00 Healing mod.: +27% A cap made of leather. |
prismatic rough leather cap of the depths (0 def, 1 armour) prismatic rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +11% light / +11% darkness Allows you to breathe in: water A cap made of leather. |
Bethywyn the Woeripper (10 def, 10 armour, 194.5 block) Bethywyn the Woeripper (10 def, 10 armour, 194.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes stats: +5 Con Changes resistances: +22% fire / +3% nature / +9% cold Changes resistances penetration: +5% darkness Talent granted: +4 Block Physical save: +8 (+3 eff.) Spell save: +25 (+12 eff.) Maximum life: +71.00 Handheld deflection devices. |
Glowswift (17/17, 36-50.4 power, 10 apr) Glowswift (17/17, 36-50.4 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 36.0 - 50.4 Uses stats: 30% Wil, 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 17 On weapon hit: * 20% chance to blind * 25% chance for lightning to arc to a second target Damage (Ranged): +11 lightning / +4 blight / +4 light Burst (radius 2) on crit: +12 light Arrows are used with bows to pierce your foes to death. |
Tulineg (19/19, 35-49 power, 10 apr) Tulineg (19/19, 35-49 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 3 Base power: 35.0 - 49.0 Uses stats: 30% Wil, 70% Dex, 50% Str Damage type: Acid Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 19 Turns elapse between self-loadings: 5 On weapon hit: * 40% chance to gain 10% of a turn * 20% chance to torment the target On weapon crit: * wounds the target Damage (Ranged): +8 temporal / +8 darkness / +6 bleed / +8 mind Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 acid Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of elven-wood arrows of accuracy (45/47, 45.5-63.7 power, 14 apr) high-capacity quiver of elven-wood arrows of accuracy (45/47, 45.5-63.7 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 45.5 - 63.7 Uses stats: 30% Wil, 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 47 When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
8 agate 8 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% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
728 alchemist agate 728 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. |
35 onyx 35 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% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
16 aquamarine 16 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
29 lapis lazuli 29 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 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% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz 16 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 emerald 33 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 spinel 14 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Miduthad the alchemist's lamp Miduthad the alchemist's lampPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Str / +2 Dex / +5 Mag Spellpower: +5 (+2 eff.) Light radius: +5 See invisible: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of focus bright alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +8% mind Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of health bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +48.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of health survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +9 (+3 eff.) Maximum life: +51.00 Light radius: +3 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
35 garnet 35 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby 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% Latent Damage Type: Fire 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 flames (radius 5) for 364.00 fire damage (based on Magic), 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 after 40 turns, 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. |
Demonwasp the dwarven-steel torque of psychoportation [power 36] (30 cooldown) =@Maze1= Demonwasp the dwarven-steel torque of psychoportation [power 36] (30 cooldown) =@Maze1=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +4 Changes stats: +1 Con Changes resistances: +9% darkness Maximum wards: +2 physical / +3 mind / +2 darkness Talent cooldown: Silence (+5 turn) Talents granted: +3 Silence +1 Ward It can be used to teleport randomly (rad 36), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
Xykira [power 27] (49 cooldown) Xykira [power 27] (49 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +2 (+0 eff.) Changes resistances penetration: +5% physical Equilibrium when hit: +0.08 Mindpower: +6 (+2 eff.) It can be used to teleport randomly (rad 27), putting all charms on cooldown for 49 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Gloralle' [power 221] (9 cooldown) steel torque of mindblast 'Gloralle' [power 221] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% light / +3% temporal Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to fire a blast of psionic energies in a range 8 beam (dam 110-221), putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Boltkarma [power 64] (30 cooldown)Boltkarma [power 64] (30 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes damage: +6% lightning Spell save: +25 (+12 eff.) Mental save: +20 (+8 eff.) Disarm immunity: +10% Stun/Freeze immunity: +15% It can be used to harden the skin for 7 turns increasing armour by 64 and armour hardiness by 50%, putting all charms on cooldown for 30 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments 'Nerahor' [power 2] (10 cooldown) ash totem of cure ailments 'Nerahor' [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +12% fire / +6% cold Confusion immunity: +5% Only die when reaching: -60.00 life It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Earurak' [power 16] (16 cooldown) ash totem of thorny skin 'Earurak' [power 16] (16 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Physical power: +2 (+0 eff.) Fatigue: -2% Changes resistances: +2% physical Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Life regen: +0.20 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 40%, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 130] (20 cooldown) yew totem of healing [power 130] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal a target within range 8 (Willpower) for 130, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Radiancewell' [power 41] (20 cooldown) yew totem of thorny skin 'Radiancewell' [power 41] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% acid Maximum wards: +3 acid / +4 nature / +3 light Changes resistances penetration: +5% acid / +10% light Changes damage: +9% acid Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
15 amethyst 15 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 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Amiran the ash wand of clairvoyance [power 11] (9 cooldown) Amiran the ash wand of clairvoyance [power 11] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Cun / +1 Wil Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast Infravision radius: +1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of firewall 'Raguvon' [power 117] (6 cooldown) ash wand of firewall 'Raguvon' [power 117] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +3 Dex Talent granted: +2 Strike Light radius: +1 It can be used to creates a wall of flames lasting for 4 turns (dam 117 overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
37 quartz 37 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 ametrine 16 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) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
20 citrine 20 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zeriee the Cornac Adventurer level 10
10th Dusk 122nd year of Ascendancy at 21:53 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Zeriee the Cornac Adventurer level 25
26th Regrowth 123rd year of Ascendancy at 20:09 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Zeriee the Cornac Adventurer level 10
10th Dusk 122nd year of Ascendancy at 21:53 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Zeriee the Cornac Adventurer level 20
10th Haze 122nd year of Ascendancy at 16:21 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Zeriee the Cornac Adventurer level 30
44th Pyre 123rd year of Ascendancy at 12:23 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Zeriee the Cornac Adventurer level 26
38th Regrowth 123rd year of Ascendancy at 12:10 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Zeriee the Cornac Adventurer level 30
69th Pyre 123rd year of Ascendancy at 23:28 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Zeriee the Cornac Adventurer level 9
9th Flare 122nd year of Ascendancy at 11:59 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 Zeriee the Cornac Adventurer level 31
16th Dusk 123rd year of Ascendancy at 10:50 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Zeriee the Cornac Adventurer level 14
34th Dusk 122nd year of Ascendancy at 13:20 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Zeriee the Cornac Adventurer level 27
5th Pyre 123rd year of Ascendancy at 08:31 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Zeriee the Cornac Adventurer level 31
15th Dusk 123rd year of Ascendancy at 20:43 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zeriee the Cornac Adventurer level 25
27th Regrowth 123rd year of Ascendancy at 13:01 see stats
Log
Talent Steady Shot is ready to use.
Ran for 4 turns (stop reason: didn't move).
You don't see how to get there...
Betanor the squid uses Brain Storm.
Betanor the squid hits Squid for 236 lightning damage.
You don't see how to get there...
You don't see how to get there...
There is a next level here (press '' or right click to use).
Ran for 4 turns (stop reason: hostile spotted to the south (Neraba the ink squid)).
Zeriee picks up (W.): insulating hardened leather belt of the mystic.
Ran for 2 turns (stop reason: hostile spotted to the south (Neraba the ink squid)).
Neraba the ink squid uses Ice Claw.
Neraba the ink squid performs a melee critical strike against Zeriee!
Zeriee casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Zeriee rolls to avoid some damage!
Zeriee has sped up!
Your hatred grows even as your life fades! (+58 hate)
Zeriee converts damage into paradox.
Zeriee is poisoned!
Zeriee starts to bleed.
Zeriee is in anguish.
Neraba the ink squid performs a melee critical strike against Zeriee!
Your hatred grows even as your life fades! (+25 hate)
Saving game...
