Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Reaver |
Level / Exp | 50 / 572% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 52 (base 35) |
Dexterity | 33 (base 21) |
Constitution | 83 (base 61) |
Magic | 100 (base 66) |
Willpower | 44 (base 7) |
Cunning | 62 (base 36) |
Resources
Life | 1357/1357 |
Mana | 424/474 |
Positive | 43/177 |
Vim | 259/263 |
Healing Factor | 1.15 |
Regeneration | 2.5875 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Invisible | 20 |
Offense: Mainhand
Damage | 162 |
Accuracy | 62 |
Crit Chance | 94% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 117 |
Accuracy | 62 |
Crit Chance | 94% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 88.6 |
Crit Chance | 100% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 47.533333333333 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Blight | +118% |
Physical | +20% |
Cold | -14% |
All | +10% |
Lightning | -14% |
Light | +25% |
Darkness | +34% |
Fire | +43% |
Arcane | +20% |
Offense: Damage Penetration
Fire | +15% |
Light | +20% |
Defense: Base
Armour (hardiness) | 52.465897504495 (30%) |
Defense | 29.757948752247 |
Ranged Defense | 29.757948752247 |
Fatigue | 4 |
Physical Save | 66.306947485477 |
Spell Save | 61.094447485476 |
Mental Save | 61.025 |
Defense: Resistances
Light | + 23%( 70%) |
Mind | + 36%( 70%) |
Fire | + 69%( 70%) |
Cold | + 46%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Silence Resistance | 100% |
Confusion Resistance | 50% |
Blind Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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, physical effects and reduce all damage taken by 12% for 4 turns. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 250 damage for 5 turns. The effect will scale with your magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 804 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1204% 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 Constitution stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Corruption / Reaving combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Ruin |
talent | Chant of Fortitude |
talent | Willful Tormenter |
talent | Defensive Posture |
talent | Premonition |
talent | Overkill |
talent | Bone Shield |
detrimental effect | Zone-wide effect: +10% light damage, -10% light resistance, -10% accuracy, -20% blind immunity. Aura of light |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)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 Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 707. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | wanderer's pair of voratun boots of rushing (0 def, 5 armour) =rush= wanderer's pair of voratun boots of rushing (0 def, 5 armour) =rush=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str / +6 Cun / +10 Con Physical save: +20 Mental save: +25 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright dwarven lantern of the moons bright dwarven lantern of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +7% light Changes damage: +14% darkness Damage affinity(heal): +5% darkness Light radius: +8 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 309.49 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 Damage when the wearer hits(melee): 30 gloom Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 Mindpower: +15 Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
On hands | cinder voratun gauntlets of magic (+6) (0 def, 3 armour) cinder voratun gauntlets of magic (+6) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Mag Damage when the wearer hits(melee): 15 fire Changes resistances: +9% fire Changes damage: +10% arcane / +7% fire When used to modify unarmed attacks: Base power: 33.0 - 46.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). Damage when this weapon hits: +17 arcane Burst (radius 2) on crit: +15 arcane / +15 fire Damage conversion: 43% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | overpowered elven-wood wand of illumination [power 22] (8 cooldown) overpowered elven-wood wand of illumination [power 22] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to light the area around you (rad 22), placing all other charms into a 8 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | conjurer's voratun ring of blinding strikes conjurer's voratun ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil Damage when the wearer hits(melee): 15 physical / 15 blinding / 15 lightning Damage when the wearer is hit: 12 physical / 15 blinding / 14 lightning Spellpower: +10 Rings can have magical properties. |
On fingers | Mnemonic =conf= Mnemonic =conf=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. This talent takes no time to use. As long as you wear this ring, you will never forget who you are. |
Around neck | Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
In main hand | Isnogood (54-64.8 power, 6 apr, blight damage) =Main= Isnogood (54-64.8 power, 6 apr, blight damage) =Main=Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 54.0 - 64.8 Uses stat: 100% Mag Damage type: Blight Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +12 nature slow / +4 manaburn arcane When wielded/worn: Accuracy: +23 Physical crit. chance: +17.0% Physical power: +27 Changes stats: +7 Con Damage when the wearer hits(melee): 10 physical / 35 silence Damage when the wearer is hit: 8 physical Changes resistances: +9% fire Changes damage: -24% lightning / +54% blight Talent granted: +1 Command Staff Critical mult.: +39.00% Life regen: +2.00 Spellpower: +49 Spell crit. chance: +29% Healing mod.: +25% 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. |
Around waist | skylord's drakeskin leather belt of valiance skylord's drakeskin leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Str / +5 Dex / +11 Wil / +7 Cun Physical save: +17 Spell save: +13 Mental save: +33 Maximum life: +110.00 A belt that goes around your waist. |
In off hand | Isnobetter (54-64.8 power, 6 apr, blight damage) Isnobetter (54-64.8 power, 6 apr, blight damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 54.0 - 64.8 Uses stat: 100% Mag Damage type: Blight Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +4 fire Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +30 Physical crit. chance: +34.0% Physical power: +30 Damage when the wearer hits(melee): 40 silence Damage when the wearer is hit: 4 arcane Changes resistances: +6% fire Changes resistances penetration: +10% light Changes damage: +6% fire / -24% cold / +54% blight Talent granted: +1 Command Staff Critical mult.: +65.00% Spellpower: +50 Spell crit. chance: +25% Staves designed for wielders of magic, by the greats of the art. |
Cloak | Hathagolen (3 def, 21 armour) =mag= Hathagolen (3 def, 21 armour) =mag=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +2 Armour penetration: +2 Armour: +21 Defense: +3 Changes stats: +4 Mag / +5 Wil / +2 Con Changes resistances: +41% cold Critical mult.: +5.00% 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. |
Main armor | Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Changes stats: +6 Cun / +6 Mag Damage when the wearer hits(melee): 30 fire / 15 light Damage when the wearer hits(ranged): 30 fire / 15 light Damage when the wearer is hit: 30 fire Changes resistances: +20% fire / -5% cold / +12% light Changes resistances penetration: +15% fire / +10% light Changes damage: +5% light / +20% fire / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.4 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 270.90 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
healing infusion of the titan (heal 449) healing infusion of the titan (heal 449)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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 449 life. 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. |
heroism infusion of the wizard (+20 for 11 turns, die at -844) heroism infusion of the wizard (+20 for 11 turns, die at -844)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 20 for 11 turns. Also while Heroism is active, you will only die when reaching -844 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. 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. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (326.00 temporal damage, removed from time 4 turns) Rune of the Rift (326.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 358.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the wizard (360 acid damage; power 26; dur 3) acid wave rune of the wizard (360 acid damage; power 26; dur 3)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: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 3, doing 359.70 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 26 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. |
controlled phase door rune of the wizard (range 13) controlled phase door rune of the wizard (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 13. 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. |
frozen spear rune of the wizard (334 cold damage) frozen spear rune of the wizard (334 cold damage)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: 7.0 Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 333.68 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental 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. |
heat beam rune of the duelist (525 fire damage) heat beam rune of the duelist (525 fire damage)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: 5.0 Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 525.38 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 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. |
heat beam rune of the titan (537 fire damage) heat beam rune of the titan (537 fire damage)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: 8.0 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 536.82 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 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. |
lightning rune of the duelist (353 lightning damage) lightning rune of the duelist (353 lightning damage)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: 9.0 Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 117.65 to 352.94 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once 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. |
shielding rune of the wizard (absorb 744 for 8 turns) shielding rune of the wizard (absorb 744 for 8 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: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 744 damage for 8 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. |
teleportation rune of the wizard (range 120) teleportation rune of the wizard (range 120)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 120 with a minimum range of 15. 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. |
This item will automatically be transmogrified when you leave the level. Silorin the AirwolfSilorin the Airwolf Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 2 darkness Damage when the wearer is hit: 8 lightning Changes resistances: +25% mind / +9% lightning / +9% light Changes resistances penetration: +10% darkness / +20% light Changes damage: +6% arcane / +9% lightning Confusion immunity: +50% Amulets can have magical properties. |
clarifying stralite amulet of soulsearing =sp conf= clarifying stralite amulet of soulsearing =sp conf=Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +26% mind Changes damage: +13% fire / +12% blight Critical mult.: +18.00% Confusion immunity: +40% Spellpower: +13 Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
protective voratun amulet of willpower (+10) protective voratun amulet of willpower (+10)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 Changes stats: +10 Wil Changes resistances cap: +7% all Physical save: +26 Amulets can have magical properties. |
restful gold amulet of mastery (0.17 Corruption / Torment) restful gold amulet of mastery (0.17 Corruption / Torment)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Talent mastery: +0.17 Corruption / Torment Life regen: +1.70 Amulets can have magical properties. |
restful stralite amulet of mastery (0.34 Spell / Staff combat) restful stralite amulet of mastery (0.34 Spell / Staff combat)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Talent mastery: +0.34 Spell / Staff combat Life regen: +3.30 Amulets can have magical properties. |
starlit copper amulet of healing starlit copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% darkness / +12% light Blindness immunity: +20% Cut immunity: +40% Healing mod.: +11% 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 264 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
vitalizing voratun amulet of constitution (+14) =hp= vitalizing voratun amulet of constitution (+14) =hp=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +14 Con Physical save: +19 Life regen: +2.90 Maximum life: +76.00 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
wanderer's stralite amulet of vision wanderer's stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +7 Dex / +7 Cun / +9 Con Blindness immunity: +34% Life regen: +0.90 Stamina each turn: +1.10 Infravision radius: +7 Sight radius: +2 See invisible: +13 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 Spell save: +10 Mental save: +10 Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
conjurer's gold ring conjurer's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Mag / +6 Wil Spellpower: +11 Rings can have magical properties. |
conjurer's voratun ring of focus conjurer's voratun ring of focusPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +15% physical Spellpower: +15 It can be used to activate talent Greater Weapon Focus, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 27% chance to deal another, similar, blow for 7 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
savage's stralite ring of warding =resist= savage's stralite ring of warding =resist=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +25% fire / +26% cold / +26% lightning / +22% acid Spell save: +18 Maximum stamina: +34.00 Rings can have magical properties. |
sneakthief's stralite ring of blinding strikes sneakthief's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 Changes stats: +9 Cun / +8 Dex Damage when the wearer hits(melee): 11 physical / 9 blinding / 9 lightning Damage when the wearer is hit: 13 physical / 13 blinding / 11 lightning Rings can have magical properties. |
sneakthief's voratun ring of arcana(+0.40/turn) =mana= sneakthief's voratun ring of arcana(+0.40/turn) =mana=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Changes stats: +10 Cun / +9 Dex Silence immunity: +49% Mana each turn: +0.40 Rings can have magical properties. |
solipsist's stralite ring of sensing =inv2= solipsist's stralite ring of sensing =inv2=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +8 Wil Blindness immunity: +44% Mindpower: +11 See stealth: +16 See invisible: +16 Rings can have magical properties. |
stralite ring 'Lustreglamour' =stun= stralite ring 'Lustreglamour' =stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 2 mind Damage when the wearer is hit: 8 mind Changes resistances: +9% mind / +12% blight / +3% light Changes resistances penetration: +10% mind Changes damage: +3% mind Stun/Freeze immunity: +44% Life regen: +4.00 Light radius: +2 Rings can have magical properties. |
wizard's voratun ring of sensing =inv= wizard's voratun ring of sensing =inv=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Mag Spell save: +18 Blindness immunity: +47% See stealth: +17 See invisible: +18 Rings can have magical properties. |
bloodlich's elm vilestaff (10-12 power, 2 apr, fire damage) bloodlich's elm vilestaff (10-12 power, 2 apr, fire damage)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Cun / +3 Con Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Vim when firing critical spell: +4.00 Maximum vim: +26.00 Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering dragonbone vilestaff of protection (30-36 power, 6 apr, darkness damage)shimmering dragonbone vilestaff of protection (30-36 power, 6 apr, darkness damage) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.38 Maximum mana: +72.00 Spellpower: +15 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Blazestreaker the drakeskin leather belt Blazestreaker the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 Damage when the wearer hits(melee): 6 fire Damage when the wearer is hit: 8 fire Changes resistances: +36% fire / +28% cold / +3% mind / +6% blight Changes damage: +15% mind / +9% blight / +6% fire Spell save: +15 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt of burglary =trap= hardened leather belt of burglary =trap=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +8 Lck Trap disarming bonus: +14 Stealth bonus: +11 Infravision radius: +5 A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of magery =mana= spiritwalker's drakeskin leather belt of magery =mana=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Wil / +12 Mag Mana each turn: +0.56 Maximum mana: +52.00 Spell crit. chance: +6% A belt that goes around your waist. |
Bleakdredge (3 def, 11 armour) Bleakdredge (3 def, 11 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 Changes stats: +6 Str / +10 Dex / +9 Cun / +5 Con Changes resistances: +3% darkness / +26% cold Talent mastery: +0.40 Technique / Combat training Spell save: -21 Stamina each turn: +0.90 Mana each turn: -0.44 Psi each turn: +0.10 Maximum hate: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of the guardian (18 def, 10 armour) restorative elven-silk cloak of the guardian (18 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +18 Changes resistances: +19% nature / +18% blight Physical save: +23 Spell save: +25 Mental save: +25 Life regen: +2.70 Healing mod.: +27% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) =inv= Black Robe (6 def, 0 armour) =inv=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 Defense: +6 Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 Blindness immunity: +50% Spellpower: +30 See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
This item will automatically be transmogrified when you leave the level. slimy elven-silk robe of corrosion (+30%) (5 def, 0 armour)slimy elven-silk robe of corrosion (+30%) (5 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Damage when the wearer hits(melee): 10 nature slow Damage when the wearer is hit: 10 nature slow Changes resistances: +30% acid Changes damage: +20% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormlord's elven-silk robe of life (5 def, 0 armour) stormlord's elven-silk robe of life (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +8 Str / +6 Mag / +8 Wil Changes resistances: +15% cold / +15% lightning / +20% blight Changes damage: +15% physical / +19% cold / +16% lightning Life regen: +5.50 Maximum life: +87.00 Healing mod.: +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant linen robe of Linaniil (0 def, 0 armour) verdant linen robe of Linaniil (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Con Changes damage: +8% nature Life regen: +3.00 Mana each turn: +0.16 Maximum mana: +52.00 Spellpower: +18 Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
eldritch pair of drakeskin leather boots of tirelessness (0 def, 5 armour) =mana= eldritch pair of drakeskin leather boots of tirelessness (0 def, 5 armour) =mana=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Mag / +5 Wil Stamina each turn: +1.20 Mana each turn: +0.55 Maximum mana: +43.00 Maximum stamina: +33.00 Spell crit. chance: +4% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced pair of drakeskin leather boots of rushing (0 def, 15 armour)reinforced pair of drakeskin leather boots of rushing (0 def, 15 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +4 Str / +4 Con Changes resistances: +12% fire / +12% cold / +14% lightning / +15% acid It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7.0 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
scholar's pair of hardened leather boots of disengagement (0 def, 3 armour) scholar's pair of hardened leather boots of disengagement (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +2 Dex Spellpower: +4 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
traveler's pair of voratun boots of void walking (0 def, 5 armour) =carry= traveler's pair of voratun boots of void walking (0 def, 5 armour) =carry=Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes resistances: +30% darkness / +25% temporal Changes resistances penetration: +20% darkness / +19% temporal Maximum encumbrance: +47 Physical save: +15 Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of drakeskin leather boots of phasing (0 def, 5 armour) wanderer's pair of drakeskin leather boots of phasing (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Mag / +4 Wil / +6 Cun / +4 Con Physical save: +23 Mental save: +25 It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Cystburst the drakeskin leather gloves (0 def, 3 armour)Cystburst the drakeskin leather gloves (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +30 Armour penetration: +19 Armour: +3 Ranged Defense: +2 Changes stats: +10 Cun / +10 Dex Damage when the wearer hits(melee): 4 blight Changes resistances: +3% darkness / +7% arcane Changes resistances penetration: +15% blight Changes damage: +3% blight Physical save: +9 Mental save: +10 Disease immunity: +5% Knockback immunity: +5% Teleport immunity: +5% New effects duration reduction after a teleport: +20% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). Damage when this weapon hits: +4 nature Burst (radius 1) on hit: +4 blight 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. |
alchemist's voratun gauntlets of dexterity (+6) (0 def, 3 armour) alchemist's voratun gauntlets of dexterity (+6) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 Armour: +3 Changes stats: +6 Dex / +5 Mag / +5 Wil Damage when the wearer hits(melee): 10 fire / 10 cold / 10 lightning / 8 acid When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +21.0% Attack speed: 83% Damage when this weapon hits: +29 fire / +17 ice / +23 lightning / +27 acid Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of war-making (0 def, 8 armour) heroic voratun gauntlets of war-making (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +8 Critical mult.: +40.00% Mental save: +15 Maximum life: +80.00 Spell crit. chance: +20% Mental crit. chance: +16% When used to modify unarmed attacks: Base power: 46.5 - 65.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Physical crit. chance: +24.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
restful drakeskin leather gloves of the nighthunter (0 def, 3 armour) restful drakeskin leather gloves of the nighthunter (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 Armour: +3 Changes stats: +6 Cun Changes resistances: +12% darkness Life regen: +3.40 Stamina each turn: +2.00 Maximum stamina: +40.00 Infravision radius: +4 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +5 Physical crit. chance: +18.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage when this weapon hits: +29 darkness It can be used to activate talent Track, 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: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming voratun gauntlets (0 def, 3 armour) =dmg= spellstreaming voratun gauntlets (0 def, 3 armour) =dmg=Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Mana each turn: +0.40 Spellpower: +16 Spell crit. chance: +9% When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Elemental bolt (10% chance level 5). Damage when this weapon hits: +16 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Armathad (5 def, 0 armour) Armathad (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +5 Ranged Defense: +14 Changes stats: +7 Cun Changes resistances: +8% fire / +8% cold / +8% lightning / +6% acid / +8% nature / +8% blight / +11% light / +8% darkness / +20% mind / +8% temporal Changes damage: +20% mind Physical save: +13 Spell save: +6 Mental save: +34 Blindness immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +15% Teleport immunity: +10% Maximum psi: +40.00 Mindpower: +9 Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. When wielded/worn: Armour: +9 Defense: +5 Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 45 power out of 45/45) : Effective talent level: 2.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Erelidethad the Glimmerstoker (3 def, 0 armour) Erelidethad the Glimmerstoker (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Dex / +2 Wil Damage when the wearer hits(melee): 2 acid Changes resistances: +3% fire / +39% lightning / +6% acid / +28% light / +6% darkness / +14% temporal Changes resistances penetration: +10% light Changes damage: +17% lightning / +17% light Allows you to breathe in: water A pointy cloth hat, very wizardly... |
Polulaith (3 def, 0 armour) =vim= Polulaith (3 def, 0 armour) =vim=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Ranged Defense: +2 Changes stats: +1 Wil Changes resistances: +20% mind / +6% acid Changes resistances penetration: +10% acid Changes damage: +18% mind Physical save: +14 Mental save: +17 Blindness immunity: +5% Silence immunity: +5% Stun/Freeze immunity: +10% Vim when firing critical spell: +4.00 Maximum psi: +34.00 Mindpower: +10 Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Starlore the elven-silk wizard hat (3 def, 0 armour) =light= Starlore the elven-silk wizard hat (3 def, 0 armour) =light=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +9 Cun Damage when the wearer is hit: 16 light / 23 blight Changes resistances: +6% light Changes resistances penetration: +5% acid Changes damage: +12% blight Mental save: +11 Light radius: +3 A pointy cloth hat, very wizardly... |
hardened leather cap 'Berurin' (6 def, 9 armour) hardened leather cap 'Berurin' (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 Armour: +9 Defense: +6 Fatigue: +3% Changes stats: +4 Str / +7 Dex / +3 Wil / +1 Cun / +8 Con Changes resistances: +4% all Physical save: +10 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: +12% nature Spell save: +9 Maximum life: +110.00 Healing mod.: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing elven-silk wizard hat of earthrunes (3 def, 5 armour) stabilizing elven-silk wizard hat of earthrunes (3 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 Changes stats: +10 Wil / +6 Con Physical save: +15 It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 3.0 Power cost: 80 out of 80/80. Range: 7.0 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 11 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 266.45 physical dmage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / black ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +25% nature / +10% cold / +10% darkness When used to imbue an object: Changes stats: +25 Con Changes resistances: +25% nature / +10% cold / +10% darkness A piece of the scorched wood taken from the remains of Snaproot. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Vorarenne' (dig speed 24 turns) dwarven-steel pickaxe 'Vorarenne' (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +7 Str / +4 Wil Spell save: +3 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +1% Mental crit. chance: +7% New effects duration reduction after a teleport: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of quickening (dig speed 18 turns) voratun pickaxe of quickening (dig speed 18 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 5, doing 37.06 cold damage and 51.71 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
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 Sleep immunity: +100% Mindpower: +5 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: 7.0 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 11 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 21% 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
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 271/400. 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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 is 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. |
overpowered stralite torque of clear mind [power 6] (32 cooldown) overpowered stralite torque of clear mind [power 6] (32 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to absorb and nullify at most 6 detrimental mental status effects in the next 10 turns, placing all other charms into a 32 cooldown. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of psychoportation [power 82] (45 cooldown) overpowered voratun torque of psychoportation [power 82] (45 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 82), placing all other charms into a 45 cooldown. Torques are made by powerful psionics to store psionic powers. |
overpowered dragonbone totem of healing [power 445] (60 cooldown) overpowered dragonbone totem of healing [power 445] (60 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal the target for 445, placing all other charms into a 60 cooldown. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of healing [power 290] (44 cooldown) supercharged dragonbone totem of healing [power 290] (44 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal the target for 290, placing all other charms into a 44 cooldown. Natural totems are made by powerful wilders to store nature power. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +8 Mag Damage when the wearer is hit: 16 temporal darkness Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spell save: +15 Spellpower: +3 It can be used to release a burst of void energy, costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet is solid, though light in weight. |
ash wand of trap destruction [power 37] (15 cooldown) =Trap= ash wand of trap destruction [power 37] (15 cooldown) =Trap=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to try to disarm traps in a line (disarm power 37), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 diamond 2 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 Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
10 pearl 10 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 Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By Insane in da membrane the Shalore Reaver level 32
35th Pyre 124th year of Ascendancy at 01:14 see stats
By Insane in da membrane the Shalore Reaver level 22
22nd Regrowth 123rd year of Ascendancy at 02:14 see stats
By Insane in da membrane the Shalore Reaver level 32
33rd Pyre 124th year of Ascendancy at 06:53 see stats
By Insane in da membrane the Shalore Reaver level 36
1st Summertide 124th year of Ascendancy at 07:50 see stats
By Insane in da membrane the Shalore Reaver level 40
49th Haze 124th year of Ascendancy at 07:41 see stats
By Insane in da membrane the Shalore Reaver level 47
25th Regrowth 125th year of Ascendancy at 22:55 see stats
By Insane in da membrane the Shalore Reaver level 35
5th Mirth 124th year of Ascendancy at 15:15 see stats
By Insane in da membrane the Shalore Reaver level 22
53rd Regrowth 123rd year of Ascendancy at 19:11 see stats
By Insane in da membrane the Shalore Reaver level 12
66th Dusk 122nd year of Ascendancy at 23:22 see stats
By Insane in da membrane the Shalore Reaver level 38
57th Dusk 124th year of Ascendancy at 08:42 see stats
By Insane in da membrane the Shalore Reaver level 34
64th Pyre 124th year of Ascendancy at 00:48 see stats
By Insane in da membrane the Shalore Reaver level 17
64th Haze 122nd year of Ascendancy at 22:08 see stats
By Insane in da membrane the Shalore Reaver level 19
4th Decay 122nd year of Ascendancy at 20:49 see stats
By Insane in da membrane the Shalore Reaver level 26
1st Decay 123rd year of Ascendancy at 09:22 see stats
By Insane in da membrane the Shalore Reaver level 50
74th Regrowth 125th year of Ascendancy at 23:58 see stats
By Insane in da membrane the Shalore Reaver level 50
37th Pyre 125th year of Ascendancy at 18:13 see stats
By Insane in da membrane the Shalore Reaver level 39
57th Dusk 124th year of Ascendancy at 21:15 see stats
By Insane in da membrane the Shalore Reaver level 33
55th Pyre 124th year of Ascendancy at 03:44 see stats
By Insane in da membrane the Shalore Reaver level 22
22nd Regrowth 123rd year of Ascendancy at 02:39 see stats
By Insane in da membrane the Shalore Reaver level 10
14th Dusk 122nd year of Ascendancy at 20:41 see stats
By Insane in da membrane the Shalore Reaver level 20
7th Decay 122nd year of Ascendancy at 04:17 see stats
By Insane in da membrane the Shalore Reaver level 30
9th Pyre 124th year of Ascendancy at 07:00 see stats
By Insane in da membrane the Shalore Reaver level 40
27th Haze 124th year of Ascendancy at 09:24 see stats
By Insane in da membrane the Shalore Reaver level 50
49th Regrowth 125th year of Ascendancy at 18:03 see stats
By Insane in da membrane the Shalore Reaver level 50
17th Pyre 125th year of Ascendancy at 22:58 see stats
By Insane in da membrane the Shalore Reaver level 50
32nd Pyre 125th year of Ascendancy at 01:27 see stats
By Insane in da membrane the Shalore Reaver level 49
49th Regrowth 125th year of Ascendancy at 17:55 see stats
By Insane in da membrane the Shalore Reaver level 22
24th Haze 123rd year of Ascendancy at 21:47 see stats
By Insane in da membrane the Shalore Reaver level 31
26th Pyre 124th year of Ascendancy at 19:35 see stats
By Insane in da membrane the Shalore Reaver level 22
30th Dusk 123rd year of Ascendancy at 06:44 see stats
By Insane in da membrane the Shalore Reaver level 35
3rd Mirth 124th year of Ascendancy at 13:25 see stats
By Insane in da membrane the Shalore Reaver level 11
34th Dusk 122nd year of Ascendancy at 02:37 see stats
By Insane in da membrane the Shalore Reaver level 22
22nd Regrowth 123rd year of Ascendancy at 02:14 see stats
By Insane in da membrane the Shalore Reaver level 25
71st Haze 123rd year of Ascendancy at 16:53 see stats
By Insane in da membrane the Shalore Reaver level 40
57th Haze 124th year of Ascendancy at 08:30 see stats
By Insane in da membrane the Shalore Reaver level 6
4th Dusk 122nd year of Ascendancy at 04:42 see stats
By Insane in da membrane the Shalore Reaver level 17
63rd Haze 122nd year of Ascendancy at 04:26 see stats
By Insane in da membrane the Shalore Reaver level 41
66th Haze 124th year of Ascendancy at 21:07 see stats
By Insane in da membrane the Shalore Reaver level 25
70th Haze 123rd year of Ascendancy at 17:09 see stats
By Insane in da membrane the Shalore Reaver level 39
58th Dusk 124th year of Ascendancy at 04:24 see stats
By Insane in da membrane the Shalore Reaver level 30
17th Pyre 124th year of Ascendancy at 07:00 see stats
By Insane in da membrane the Shalore Reaver level 31
32nd Pyre 124th year of Ascendancy at 04:33 see stats
Log
You pickup 2.35 gold pieces.
Insane in da membrane picks up (H.): shimmering dragonbone vilestaff of protection (30-36 power, 6 apr, darkness damage).
Insane in da membrane picks up (P.): slimy elven-silk robe of corrosion (+30%) (5 def, 0 armour).
Insane in da membrane picks up (W.): Cystburst the drakeskin leather gloves (0 def, 3 armour).
Insane in da membrane picks up (T.): reinforced pair of drakeskin leather boots of rushing (0 def, 15 armour).
Insane in da membrane picks up ( .): moonstone.
Talent Barrier is ready to use.
The protective shield of Insane in da membrane disappears.
Insane in da membrane is no longer invisible.
Talent Healing Light is ready to use.
Talent Drain is ready to use.
A part of Insane in da membrane's bone shield regenerates.
Ran for 2 turns (stop reason: interesting terrain).
There is a next level here (press '' or right click to use).
Insane in da membrane picks up (m.): Silorin the Airwolf.
Resting starts...
A part of Insane in da membrane's bone shield regenerates.
Talent Providence is ready to use.
A part of Insane in da membrane's bone shield regenerates.
A part of Insane in da membrane's bone shield regenerates.
A part of Insane in da membrane's bone shield regenerates.
Talent Grace of the Eternals is ready to use.
Talent Timeless is ready to use.
A part of Insane in da membrane's bone shield regenerates.
Rested for 23 turns (stop reason: all resources and life at maximum).